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Patrols and Wandering

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I still can't seem to get my placed units to wander or patrol, regardless of what presets I use on the sliders.

Any tips/tricks/answers as to how I can get them to work?
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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I am having the same problem. I think its bugged.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I think they said somewhere that enemies won't move during the map preview stuff. Though when I tested my own mission, it doesn't seem like they moved at all either. Anyways, it's probably one of those features they're still working on.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    The navigation nodes won't be inplace until after you publish the map.

    Once you do that, it'll work in test mode.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    LordDave wrote: »
    The navigation nodes won't be inplace until after you publish the map.

    Once you do that, it'll work in test mode.

    I remember that post. They don't wander even after it's been published.

    Feel free to test it out, see of they wander for you (in case I am just glitching). Mission is called Rihannsu Part One- The Iceberg.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Yeah, same issue for me. Mobs aren't wandering or doing jobs, post publishing, in either test or the published version.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Unfortunately there is no way to make NPCs follow a set path yet. As already mentioned, the wander works after publish, but there is no way to make them go where you want them to.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Unfortunately there is no way to make NPCs follow a set path yet. As already mentioned, the wander works after publish, but there is no way to make them go where you want them to.

    And as previously mentioned, wander does NOT work after publish at least a good chunk of the time.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Axterix wrote:
    And as previously mentioned, wander does NOT work after publish at least a good chunk of the time.

    Well, fortunately it has on the maps I've done. I guess I'm just lucky.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Well, fortunately it has on the maps I've done. I guess I'm just lucky.

    Would you be willing to share what presets you use for your wanders, so that we may experiment with them in an effort to get our NPCs to be as awesome as yours?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Telaura wrote: »
    Would you be willing to share what presets you use for your wanders, so that we may experiment with them in an effort to get our NPCs to be as awesome as yours?

    Note that I never used the word "awesome" :p

    That said, I'll check right now and update you...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Note that I never used the word "awesome" :p

    That said, I'll check right now and update you...

    Awesomeness is implied in the fact that they wander.

    And, cheers mate!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Alright, I'm using the basic config that automatically generates when you enable wander, except with "wander weight" turned all the way up. The reason is explained here:

    "The way the Behavior works is that every state lasts for a specified duration (Wander Duration, Idle Duration, Chat Duration, and Jobs Duration). Once that state is completed, the code randomly selects another state, using the weights provided by the user (Wander Weight, Idle Weight, Chat Weight and Jobs Weight). If a state is disabled, its weight is effectively 0 since it cannot be chosen. Likewise, if a state's weight is 0, it will not be chosen. Otherwise, a weighted random choice is selected and the AI does that state's behavior."

    http://forums.startrekonline.com/showthread.php?t=191608

    Basically, the higher somethings "weight" is, the more likely it will happen.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Well, fortunately it has on the maps I've done. I guess I'm just lucky.

    Probably, hehe.

    The first time I used 'em, before they took the foundry down, they worked for me. Now they don't. *shrug* Probably all related to the wacky pathing on foundry away team maps.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Alright, I'm using the basic config that automatically generates when you enable wander, except with "wander weight" turned all the way up. The reason is explained here:

    "The way the Behavior works is that every state lasts for a specified duration (Wander Duration, Idle Duration, Chat Duration, and Jobs Duration). Once that state is completed, the code randomly selects another state, using the weights provided by the user (Wander Weight, Idle Weight, Chat Weight and Jobs Weight). If a state is disabled, its weight is effectively 0 since it cannot be chosen. Likewise, if a state's weight is 0, it will not be chosen. Otherwise, a weighted random choice is selected and the AI does that state's behavior."

    http://forums.startrekonline.com/showthread.php?t=191608

    Basically, the higher somethings "weight" is, the more likely it will happen.

    This worked for the space NPCs, but the ground NPCs are still motionless.


    Which makes me a sad panda.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Telaura wrote: »
    This worked for the space NPCs, but the ground NPCs are still motionless.


    Which makes me a sad panda.

    It worked for mine in the Klingon mission "Imperial Rule". But there are any number of factors that could come into play, such as whether its an interior map or a planet/ground map(which my mission is). I really have no idea though.
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