Special AI Nodes

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Raneman

FNG / Fresh Meat
Jan 12, 2011
642
788
0
If I wanted AI to do something special, where can I mark them on my map?

For example, to mark a door as an objective for AI engineers or mark a grain field as concealment for AI, which I think should both make them try to hide it in and not target players inside it.
 

[TW]Swag

FNG / Fresh Meat
May 14, 2009
350
100
0
Yonder, Georgia
Sorry bud, no support for things like that.

EDIT:

Ok, maybe not entirely correct. You can use a ROSatchelObjective for the engineers and doors. I believe we have the AI engineers aware of them (I could be mistaken). There are examples of them in use in Red October Factory: Ammo depots at the first and last objectives in 32/64 Territory.
 

[TW]Swag

FNG / Fresh Meat
May 14, 2009
350
100
0
Yonder, Georgia
Not sure exactly which ruins you speak of, the city was quite the wreck. :p

But if you are attempting to compel the AI to use cover in a specific spot we have support for that. I will put together a thread discussing cover in general since it ties into so many things which, when properly set up, gives the AI a lot of awareness and locations of where they are expected to do their job... even if they do have an uncommonly short attention span.
 

Raneman

FNG / Fresh Meat
Jan 12, 2011
642
788
0
I really wish we had more spots that told the AI what to do, would be so useful as a modder and mapper. Is the AI going to be codeable?
 

Raneman

FNG / Fresh Meat
Jan 12, 2011
642
788
0
I wanna try coding a nice thing for things like grain fields.

A nice "breaks LOS" thing that you can apply to an area.