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"Some early WIP pathing improvements i've been working on for the AI, smoothing out and eliminating sharp edges, which results in smoother pathing/traversal through an environment. It would make our pathing not so ridged/robotic (rounding corners especially)"

Red= Raw (default path), Green= Smoothed Path

https://reddit.com/link/wedj2s/video/0jqow7nhbbf91/player

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over 2 years ago - /u/Gruntr - Direct link

Originally posted by DevastatorCenturion

Great, when are they going to fix their reaction times and animations related to shooting players?

Ali is just showing something unique he's working on, I don't think there's much harm since it was posted in a minidev. For example, yesterday we posted an update about turning the club music down, but it doesn't mean that is something we're focusing on at the expense of all other things! As a note, the issues you've mentioned are being looked at. :)

over 2 years ago - /u/Gruntr - Direct link

Originally posted by SuperSix-Eight

Yeah what counts as "one" room can be super arbitrary in-game. You get weird ones like how some rooms in the Hotel upper floors count as two spaces so they need an additional order to go in. That U-shaped room between the storage closet is awful to breach from the left because the first half counts as a separate room, so the AI doesn't push all the way in towards the two way mirror.

Then there's the darkroom/photo wall room on Valley which counts as one room even though there's a doorframe to the photo wall. I lost a run there when the AI just waltzed in without instructions and got gunned down.

Rooms are the spaces between doorways attached to the navmesh in-game, so if you have a weird issue actually it could just be a "doorway" that has been placed, and we sometimes place them to make it easier to command your AI. Doesn't always work though!

The darkroom doorway might just be missing a doorway actor -- a likely oversight, I'll have a look. Thanks for flagging it.

over 2 years ago - /u/Gruntr - Direct link

Originally posted by SuperSix-Eight

Oh wow, a dev reply! Hi Gruntr! The Hotel navigation weirdness I mentioned were from tons of less-than-lethal Bomb runs on the upper floor. These navmesh issues aren't usually much of a problem on lethal runs because the AI will quickly gun down suspects before it becomes obvious, but these "hidden" navigation caveats can really mess with less-than-lethal runs.

I drew a terrible diagram for that Hotel room, but basically breaching the left door is a bit awkward because the AI won't throw grenades far enough and they won't advance past that hidden "doorway" or end up moving too far left to shoot at suspects using the table as cover.

Oooohh yeah. I know exactly what you're talking about. Thanks!

over 2 years ago - /u/Gruntr - Direct link

Originally posted by smokelzax

would love to see an option to ask ai squad to breach without also clearing the room

SWAT AI improvements will address this as well as other things. :)