Hey Sniper, and any others who want to jump into this portion of the activity editor.
"One of the things that's so aggravating about this blasted game is the unpredictable results you get with everything you do"
Sniper, you said a mouthful there!
It also seems that I dont really get a handle on the different parts of the AE until i get in trouble in there.
With AI paths and player paths i notice that on occasion where the player path intersects the AI's, and also is an area where the player has some actions to perform, the player cannot crossover or use that path. The player path at that point just travels straight off down the line on its on as tho that had been the intended path in the first place!
But after deleting that portion of the AI path thru that area, it fixes the player path as it were originally intended. HMMMMMM
the trouble i have with this way of solving the problem is that i "dump" some interesting AI traffic. I'm afraid that i'm going so much in this direction that i'm rerouting or eliminating any AI traffic in the areas of player switching actions. in the case of the NEC that doesnt leave much space for the AI traffic to operate....bad scene link!
but the "checked" player drivable path may correct that.
i'll have to go play on my NEC TestTrack activity.
Any other thoughts on this appreciated!
denny
nectrackteam@aol.com
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RE: "Player Drivable Path" visited., lnghairedwizard, Mar-01-02, 03:27 AM, (1) RE: "Player Drivable Path" visited., bewdley, Mar-01-02, 09:15 AM, (2) RE: "Player Drivable Path" visited., lnghairedwizard, Mar-01-02, 04:10 PM, (3) RE: "Player Drivable Path" visited., Denny, Mar-01-02, 07:57 PM, (5) RE: "Player Drivable Path" visited., Denny, Mar-01-02, 07:54 PM, (4) RE: "Player Drivable Path" visited., lnghairedwizard, Mar-01-02, 10:11 PM, (6) RE: "Player Drivable Path" visited., sniper297, Mar-02-02, 01:26 AM, (7) RE: "Player Drivable Path" visited., lnghairedwizard, Mar-02-02, 02:52 AM, (8)
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