Anyone got any Idears on how I can get an enemy units, Scripted by the dll to follow a path and enter and STAY IN the tunnel.
I can get the enemy to enter the entrence of the tunnel, but it decides it wants to turn around and go back out and follow the path above the ground. Which it cannot do because of the hills.
And I do not want to spawn the enemy in the tunnel.
Thanks
Shane
Ho just to let you know, I am using the stock tunnels at the moment, Like the ones on Pluto on the first mission.
Are the tunnels above 0m (zero meters) elevation?
Yes I think they are.... ;)
I remember one of the Tunnel entrances was the wrong class & didn't support tunnel pathing info. I couldn't change the class due to 3rd party maps maybe using them & that would have broken the maps entirely. Basicly you might need to double check to see if your using the entrance that has AI Pathing. Their are some variants that were used in the campain that were designed not to work with the ai so you may need to switch them in order to get the ai to want to travel through them.
I usualy use the Shift F9 mode to check if the ai can even use that path & if i need to the terrain more rough (yellow area) so they will want to use the tunnel.
pbtunn08 - - Large Entrance Ai Path Added
pbtunn03 - Large Entrance No Ai path (wrong class)
Yes, I was using the pbtunn03 for entrence and exit. But the ai does not want to go through it. I do not want to use the large one as this will look bad on the map.
Shane
Make your own ODF using the pbtunn03 mesh and the pbtunn08 ODF.
Or change the classlabel of the pbtunn03 ODF and save as your own ODF name.
-Av-
Where in the pack file can I find the file pbtunn08, it is not with all the others in the Pluto folder.
Thanks
Shane
This is it right here. Diffs are its using i76building as its classlabel (terrain doesnt support 'tunnel' info) as well as tunnel info that will let AI recognize it as a tunnel and not an impermeable object.
[GameObjectClass]
geometryName = "pbtunn03.xsi"
classLabel = "i76building"
scrapCost = 0
scrapValue = 0
maxHealth = 0
maxAmmo = 0
unitName = "entrance"
heatSignature = 1.0
imageSignature = 1.0
radarSignature = 1.0
collisionRadius = 5.0
canDetect = 0
canInteract = 0
canSnipe = 0
ownsTerrain = 1
[BuildingClass]
tunnelCount = 1
bldEdge = wwww
tunnel01X0 = 4
tunnel01Z0 = 0
tunnel01DX = 4
tunnel01DZ = 4
tunnel01Edge = "twfw" // Entrance
Quote from: Avatar on July 29, 2008, 12:43:09 PM
Make your own ODF using the pbtunn03 mesh and the pbtunn08 ODF.
Or change the classlabel of the pbtunn03 ODF and save as your own ODF name.
-Av-
Why create a new odf when a working odf is already in patch13.pak & listed in the editor's object section tab 3 - 'tunnel\wall\bridge'.
It does not work, pbtunn03 I have it on a map and the ai will not use it.
thanks Zero Angel I will add it to the odf and see if it works ;)