#That was to TooMuch. For your issue it's
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Hmmm.... Would repeatedly calling that not get expensive? I have been using an AIMoveTo node pretty much any time I have had something follow the player exactly. I would have to constantly refresh the target of that node to get this to work wouldnt I?
Now I'm more curious. What is this actually for? Like what kind of game mechanic is this?
Laggy targeting just makes me think of interpolating focus locations.
Our ai is using exclusively BP, I have been specifically told no blackboards as other members dislike it.
I have been using the AIMoveTo node and setting the target to be the player. This has worked in the past when I want the AI moving directly at the player.
Now we have an AI with a shield that is meant to approach the player. If the AI always faces the player then the shield is really hard to hit around, so by delaying the players position slightly and having the AI track where the player WAS vs IS it gives the player more wiggle room to shoot around the shield.
The problem I have run in to with refreshing the nodes or having it just move to a location vs targeting the player is that the AIMoveTo node with a target is very smooth whereas updating locations results in sharp turns and weird angles.
This is what I have run in to with the first being AIMoveTo with a target, and the second being the AI getting a delayed update on the location so the movement results in a sharp turn.
I'm vaguely curious if you care so much about the movement as much as the shield facing?
The shield facing could be done by occasionally changing the AI's focus location. EG set a timer for like 1 second or something to set the focus location to the target's location. It would still take them time to turn to that spot, and wouldn't update again for 1 more second. And it also wouldn't force you to care about the movement so much.