Quote:
Originally Posted by Maleficus
Best suggestion:
Just before the start of the tunnel, have a node very close to the surface that will encourage the bot to come up for air before heading into the tunnel. This way their air supply will be full when they enter the tunnel.
Then, for EVERY air pocket, have a node that leads up to let them breathe.
The problem is, that they are prolly pretty low on air when they actually enter the tunnel (maybe they've been under the water for a few seconds already, fighting or whatever), and they start to run out of air and try to swim up to get some, but get stuck on the walls.
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I already have nodes at the air pockets leading them up to breathe, but there may be something I can do on the entry as you suggest. The pools are quite deep -- I have nodes on the surface leading around the pool and to exit points. From the point above a tunnel I have a path leading down from the surface to the tunnel entrance. The problem is that the bots are usually enaged in battle and are often fighting on or near the bottom. So if they decide to enter the tunnel they may be low on air.
Should I have paths around the bottom as well as the surface? I could make a route around the bottom of the pool with a rise to the top to breathe before going down to the tunnel entrances. They don't seem to need a bottm path when fighting 'cause they head right for the enemy regardless of where the path nodes are. When they slow down in the tunnels, I haven't seen them try to rise to the top of the tunnel for air -- their swimming speed just slows to a crawl and remains that way for some time before they expire.
This is map is a real battle with large teams and often there will be many bodies littering the bottom of the pools (and polluting the water!).