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Thread: Enemy not going towards crystals

  1. #1
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    Enemy not going towards crystals

    I have the navmesh done, and if they can walk to the crystal using it, but they simply won't and are just wandering around the area they spawn at. I am thinking they may be a little far away from it and won't walk to it for this reason as they will follow me if I walk into their sight, is there a way that I can make it so they are willing to walk longer to the crystal? It's not just horizontal movement but they need to travel vertically as well, the path does go up the stairs correctly.

    EDIT: The enemies that spawn closer are working fine.

    Could I use pathnodes for these enemies but in such a way that they will use the navmesh between each node? Or that the path nodes will take them so far and that they can then use the navmesh the rest of the way?
    (Didn't seem to work, it most likely is one or the other)

  2. #2
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    hi i'm not expert but try this

    look in WorldInfo_3 properties (i forget the name of property, it maybe Navigation Used Path Weight, I've set mine to 4500)

    then in front of each spawn i put a DunDefCustomNode with CustomData property set to 999 pointed to where I want them to go

    if your map is very large and they have very far to travel then there was recent talk about this. I think they limited it somewhat to improve performance. If you exceed limit then can try throwing down breadcrumbs.

    just some thoughts, hopefully someone more knowledgeable will help out.

  3. #3
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    Quote Originally Posted by oldbrokenlink View Post
    hi i'm not expert but try this

    look in WorldInfo_3 properties (i forget the name of property, it maybe Navigation Used Path Weight, I've set mine to 4500)

    then in front of each spawn i put a DunDefCustomNode with CustomData property set to 999 pointed to where I want them to go
    Mine is also 4500, also should I put that Node in front of each Note that they use to spawn, or just the area of the spawn saying they are close to each other?

    Also, do you use them like the flight path nodes except for the ground units?

  4. #4
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    you may need to increase it, i'm not sure how big is your map

    you need a single DunDefCustomNode in front of each spawn. If in a spawn point you have multiple Notes then just use a single DunDefCustomNode.

    No I do not use them like flight paths. you may want to google about them the 999 can be changed to some other value, its cover on tutorial what to do.

    http://alphaomega.zftp.com/DunDef/#aipathing
    http://alphaomega.zftp.com/DunDef/#gameplayspawnpoints
    http://cr4zyb4st4rd.co.uk/Pathing.html
    http://cr4zyb4st4rd.co.uk/Enemies.html
    http://forums.trendyent.com/showthre...mplex-geometry

    always follow tutorials, i have 2 monitor as i work on maps i have one on editor and one on tutorial

    and sometimes on on editor with old working map opened and one on editor with the map i'm working on

    if not very large then also make sure you have Pylon_0 like near the ground and behind the core. I'm assuming you have one core. I've not done multiple core maps yet. Perhaps then you need multiple pylons, but just my thoughts, not sure.

    try the adding DunDefCustomNodes and putting Pylong_0 in back of core and Rebuild AI Paths

    if that does not work then try tweaking the property in WorldInfo I told you about, but be warned that could mess things up like slow things down if too large I would think. But not sure. you have to play and google a lot

  5. #5
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    I have already read all of those links, like I say the path is fine, it took me a good couple days of playing around with many options for to get it working right, but it works now and I'd rather not touch that anymore.

    I have a 3 monitor setup and generally either have the content browser on one screen, kismet on another and the main window in the middle or content browser, main window and netflix or something on the other one for some background noise.

  6. #6
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    nice setup

  7. #7
    0 Not allowed!
    Quote Originally Posted by Alhanalem View Post
    There actually is something you can do if you're unable to shrink maps down enough to make the AI less derpy.

    On the Dungeon Defense Enemy Wave Spawner kismet actions, set a value for "Navigate to Custom Node ID" to some particular number other than 999, then drop a DunDefCustomNode in your map somewhere between where the enemies spawn and where you want them to go and set it's custom data property to the same number.

    This apparently doesn't work with all MapInfos though.
    I tried this from another thread, but unfortunately it would seem my map is one of the ones that it doesn't work for. I'm just trying to find a solution that doesn't mean having to redo the navmesh at the moment, I'd rather leave that as a last option.

  8. #8
    0 Not allowed!
    Quote Originally Posted by Wes1180 View Post
    I have the navmesh done, and if they can walk to the crystal using it, but they simply won't and are just wandering around the area they spawn at. I am thinking they may be a little far away from it and won't walk to it for this reason as they will follow me if I walk into their sight, is there a way that I can make it so they are willing to walk longer to the crystal? It's not just horizontal movement but they need to travel vertically as well, the path does go up the stairs correctly.

    EDIT: The enemies that spawn closer are working fine.

    Could I use pathnodes for these enemies but in such a way that they will use the navmesh between each node? Or that the path nodes will take them so far and that they can then use the navmesh the rest of the way?
    (Didn't seem to work, it most likely is one or the other)
    This problem will not occur in the live game. The reason this is happening is because the enemies are reaching the maximum number of pathing steps trying to navigate to their target. This limit was greatly increased for the live game but it is not reflected in the DDDK.

    So before you worry about this, test it in the live game and see if it works there. Do not use pathnodes, and do not bend over backwards trying to correct this, as it should be fine when you play it in the real game.

  9. #9
    0 Not allowed!
    Quote Originally Posted by Alhanalem View Post
    This problem will not occur in the live game. The reason this is happening is because the enemies are reaching the maximum number of pathing steps trying to navigate to their target. This limit was greatly increased for the live game but it is not reflected in the DDDK.

    So before you worry about this, test it in the live game and see if it works there. Do not use pathnodes, and do not bend over backwards trying to correct this, as it should be fine when you play it in the real game.
    So just cook it as is and test in-game?

    Ok I'll do that now, thanks ^^

  10. #10
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    I was having some other issues also, which I have fixed.

    But I am still having the original problem

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