CommanderConnery Posted June 14, 2017 Share Posted June 14, 2017 for a game with a small playerbase like this, it needs AI for it to be playable when theres no one online, but the ai is as stupid as a screen door on a submarine. will this ever be fixed? Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted June 14, 2017 Share Posted June 14, 2017 8 hours ago, CommanderConnery said: will this ever be fixed? I guess not. Quote Link to comment Share on other sites More sharing options...
j0g32 Posted June 14, 2017 Share Posted June 14, 2017 I thought NavMesh was considered to replace the currwnt waypoint system, and AI mechanics ? Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted June 14, 2017 Share Posted June 14, 2017 16 minutes ago, j0g32 said: I thought NavMesh was considered to replace the currwnt waypoint system, and AI mechanics ? got a current dev-quote about that? Quote Link to comment Share on other sites More sharing options...
j0g32 Posted June 14, 2017 Share Posted June 14, 2017 On 4/10/2017 at 3:17 AM, ShrewdTactician said: I've been working heavily on the bot navigation (and bots in general), mainly looking to ditch the old waypoint system for the most part and replace it with the more modern navmesh system. Strangely I have been using islands as my test map. Navmesh have numerous benefits over the waypoint system, and should allow us to do more with bots overall. This is all "experimental" and could turn out that if I cant get it to 100%, then it will all have to be dropped, but of the work I have done so far, its looking pretty promising. I'm actually quite happy with some of the improvements to the bots already. 1 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted June 16, 2017 Share Posted June 16, 2017 Gripping my ass for the day navmesh appears in the patchnotes. 1 Quote Link to comment Share on other sites More sharing options...
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