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Re: Let go off auto-waypointing?
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evy
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Default Re: Let go off auto-waypointing? - 14-06-2004

Stefan,

As I'm still puzzled ??? why some nodes are lacking neighbours even when I first run as a human player all over the map... I tried to dig deeper in the RBN files and in NodeMachine.cpp.

It looks like in cNodeMachine::add(), there is probably a mistake:
Code:
if ((Nodes[j].origin.z - Nodes[index].origin.z) > 0)
				  hull_type = human_hull; // when we fall, be sure we can freely fall.
If I understand it correctly, this means that as soon as the move is not strictly horizontal, a check is done whether a human shape can go through the move without hitting anything.

Which is correct when the player/bot falls, but, IMHO it is not correct when the player/bot just move from one plane to another one (like in moving from an horizontal plane to a downhill slope -- like in as_oilrig when going from the horizontal platform to the downhill slope leading to the 'control tower').

What about a basic test to check whether the player/bot is falling or simply going downhill ? Like:

Code:
 
if (Nodes[j].origin.z - Nodes[index].origin.z) > func_distance(vNormalizedOrigin, vNormalizedIndex)) // Falling since maximum safe slope is 45 degree
  hull_type = human_hull; // when we fall, be sure we can freely fall.
NB: attached newer version of DumpNodes & DrawNodes with more information and checks.

-eric
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