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This is probably impossible but it would be very helpful if I could place two separate AI bounding boxes on an object.

I am bringing items over into the GM mode pallette and there are loads of things (for example staircases) that I don't want the ai to walk through the left and right sides of. Currently my options are limited to:

A) No AI bounds and walk on is set to true - AI uses the items physics. Great, but it ignores height so it will jump up onto high objects without using ladders and such or worse it will walk under and object and then teleport up to it's center.

B) AI bound box that covers an object or most on an object with walk on set to false or true will simple prevent the AI from moving into parts of that object. Great, but so many objects are too complex to use a simple box (as the stairs above) so they either need two or more areas blocked off or you have to choose one side or other of the object and block that side off (one railing of the stairs for example)

C) Using walkthrough which is the worst option because the AI simple walks through it like it's not there.

Some objects have a CYLINDER AI bounds even though this is not a settable option in the (limited) AI bounds editor. Are there other undocumented shapes? Sphere? etc.
I am trying to look through the objects for examples, but there are over 9000 of them!?

So yeah. Any ideas? Clarifications? Please help.

Thank you!


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Cylinder AI bounds on objects are not supported. The ones that are still there are leftovers from imported DOS1 objects. I forgot why this is not allowed, but there's a good technical reason for it.

There's indeed no way to have multiple AI bounding boxes for a single object. The only way I know of to achieve what you want is to add additional invisible items with their own bounding boxes, e.g. as part of a prefab. Helper_Blocker is generally used in such situations.

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Thanks for the input Tinkerer. I was afraid of that. I'm trying to port items to the GM mode pallette so sadly these things need their own bounding boxes. Ah well I am making due and will just provide helper blockers to GMs also I suppose.

In regards to Cylinder AI bounds - I have applied this to several trees and pillars (via copy / paste and manually adjust the radius and height) and they all appear to work as expected (i.e. the AI refuses to walk through them and will "circle" them) so I don't think your assessment that they don't work is at least partially incorrect. At least as far as placed objects via GM mode. I dunno if Divinity Engine struggles with them during AI grid placement, patrols or the like. Shrug.

Anyway thanks all the same.

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I found it again: the issue with cylinder bounds is that they are optimized and the engine does not support rotating these bounds around the X and Z axes. So if you rotate such an item to lie on its side, its AI bounds will still occupy the same space as when it was standing up. Box bounds can rotate along all axes.

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Ahhh I see. Well the items I have with the cylinder bounds are all standing objects for the GM mode pallette (where sadly objects cannot be rotated on other axis), but eventually this may be problematic... especially if they add other means of translating objects in GM mode. I guess I'll need to track down and change all of those to box. That's a shame frown



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