Garry's Mod

Garry's Mod

Sninctbur's Artificial Intelligence Improvements
 Dette emnet er festet, så det er nok viktig
GaussTheWizard  [utvikler] 1. juni 2018 kl. 13.37
Bug Report-a-thon
Many bug reports are being sent out, and that's great. However, due to the influx of comments, I would recommend posting them here instead, both to reduce clutter and prevent the reports from getting buried so I can respond more easily.

Also, keep in mind that "it breaks the game" is not a good bug report. The more specific you are in the report, the more easily I can fix your issue.
Sist redigert av GaussTheWizard; 1. juni 2018 kl. 13.39
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espacito 1. juni 2018 kl. 15.30 
So when i try to get my npcs to pathfind around a map they just stop every 1 foot or so and go back to where they were and try a diffrent direction, the tinest props mess up there pathfinding aswell.
GaussTheWizard  [utvikler] 1. juni 2018 kl. 15.40 
I'll see if I can address problems with random patrolling in the next version.
well on a map I play on they just stumble around not really doing any thing
ileryon (Entry) 1. juni 2018 kl. 16.37 
Opprinnelig skrevet av thesteakguy120:
well on a map I play on they just stumble around not really doing any thing

maybe that map has no AI nodes.
okay
so now they either go for a few steps than changes direction or they just dont do anything
C0ZYNAK 2. juni 2018 kl. 1.35 
Can you make better patrolling, because it's looking very bad. NPS's turn very sharply and go zigzagging. I don't know, maybe it's bug, but if not fix it pls
Verarrh 2. juni 2018 kl. 9.16 
When patrolling, all NPCs begin to walk one direction for about 1 second and immediately choose another route and begin to walk that way before choosing another and the process continues. Sometimes they will get stuck on the edge of a node they have twisted around and struggle to walk any direction whatsoever, coming to a complete stop ( https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1401012258 ). Overall, they don't really move from the spot they spawned in because of how much they twist around in one location. The map is AI noded (gm_construct), and it doesn't matter where I put them, the result is the same.
Sist redigert av Verarrh; 2. juni 2018 kl. 9.17
michi no bakemono 2. juni 2018 kl. 10.55 
I've found that they just move, stop, pick another direction and repeat. They only move for one step as well. (gm_devruins)
GaussTheWizard  [utvikler] 2. juni 2018 kl. 17.23 
I've implemented a change that has fixed a significant number of cases of awkward patrolling, which will be live in the next version.
GaussTheWizard  [utvikler] 2. juni 2018 kl. 23.07 
It turns out that the default values of saii_bulletdetection_radius and saii_bulletdetection_attackradius are reversed. If you're having problems, try switching them. This will be corrected in the next version.

It turns out that I'm an idiot and only assumed this was the case because one is bigger than the other.
Sist redigert av GaussTheWizard; 4. juni 2018 kl. 16.05
IvanVladimir0435 3. juni 2018 kl. 10.09 
Opprinnelig skrevet av Sninctbur:
Many bug reports are being sent out, and that's great. However, due to the influx of comments, I would recommend posting them here instead, both to reduce clutter and prevent the reports from getting buried so I can respond more easily.

Also, keep in mind that "it breaks the game" is not a good bug report. The more specific you are in the report, the more easily I can fix your issue.
I have a question that maybe could sound stupid: this conflicts with iNPC? (sorry for the dumb question but its cause im curious)
Sist redigert av IvanVladimir0435; 3. juni 2018 kl. 10.10
life4trinity 5. juni 2018 kl. 0.12 
Just tried out SAII the other day, and so far I'm seeing some slight differences and improvements, though it appears that when an NPC reloads, they continue to reload until they die.
Golden Vortex 5. juni 2018 kl. 18.07 
do you need to node them to a map?
Ray 7. juni 2018 kl. 4.07 
when shooting a group of civilians, they start running towards your face even though they are unarmed.
When wounding one they run away.
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