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AI Placement Direction Issue

Posted: Sat May 14, 2011 2:18 pm
by SOGMark5
In my newest map I am having an issue with the placement of the AI. In the MED I place them at the correct height and pointed in a certain direction. When I check out the map in-game the AI are opposite-pointed in another direction. Example;

MED placement, face north-west
In-game placement, face north-east or south, etc.

I didn't have this issue before BO 1.3, so, I'm wondering what on earth could possibly be causing the issue?

USING; DFX2 Black Ops 1.3 Mod MED

Re: AI Placement Direction Issue

Posted: Sat May 14, 2011 11:00 pm
by huntor
See if you can get ahold of the old Med and try it and see if it works. That is the only thing I can think of that would cause the pointing issue.

Re: AI Placement Direction Issue

Posted: Sun May 15, 2011 9:24 am
by SOGMark5
...thought of that, but just have not had time opportunity yet.

I fooled with the AI alert option (red, yellow, green). Setting them to "blind" and "green alert status" seems to solve the issue for now.

While editing, I set thel AI to "blind", and 'alert status red', which might be part of the cause of the problem. The other thing that I noticed is that I used "prone AI". When I'm done editing I'll change them to not blind and back to red alert status and see what happens... might be a day though.

Re: AI Placement Direction Issue

Posted: Sun May 15, 2011 7:05 pm
by HotStick
SOGMark5,

I noticed the same issue on a map that I am currently working. I determined that the proner that I setup behind the building pointed North was always pointing South when I came around the corner. Then I remembered that the max attack distance was set at 320, and the max engagement distance was also set at 320, finally the min engagement distance was set a 0 because I didn't want him trying to pass through or go around the building. It only made sense that he would "see" me coming from the South when I engaged other bad guys, and was still anticipating my direction when I came around the corner without firing. He was pointing in exactly the direction he last tried to "engage" me, but was unable because of the building placement. Maybe that is what is going on in your map as well??


HotStick-PG-

Re: AI Placement Direction Issue

Posted: Mon May 16, 2011 4:53 pm
by SOGMark5
What you said sounds like what I see my AI doing even thought they are set to 'blind' and 'green alert status'. I seem to have problems using 'prone AI' in enclosed rooms or close to walls/buildings. So, I just go fed up and changed most of the 'prone AI' to 'forced coaching AI'.

Also, I noticed the same issue using the 'commander with pistol AI' until I set his 'alert status to green'.

From Delta Force Reload.com, Tony9111 had this problem with BHD too. He says the AIl face away from walls and people. He thinks this can be corrected by using WAC command but never messed with it. ===> ssnturn(ssn, heading) turn ssn to heading 0-360....

It seems like allot of tinkering around if you have to set that WAC command for more than 1-3 prone AI.

Re: AI Placement Direction Issue

Posted: Mon May 16, 2011 5:16 pm
by Windstalker-PG-
Yes the forced prone AI's end up meters away from where you place them. They also cannot be place on upper level of buildings, the will fall through the floors, even if placed above the floor level.

Re: AI Placement Direction Issue

Posted: Tue May 17, 2011 12:37 pm
by huntor
Sounds like an ongoing issue from title to title. Which tells me it has something to do with how the exe runs them and not a definition problem. Seems the only way you can fix that is using a wac file and I agree it is a pain. I just do not see any alternative.