Tank tries to drown itself when targeting a distant boat. It's on point and maintain distance behaviour, set to pathfind on land, min altitude above water and land height required are positive which I've both tried adjusting from 5 to 25, and I set terrain height prediction to max. Even while already in the water it still tries to drive forwards into deeper water
#Tank AI tries to go into water
34 messages · Page 1 of 1 (latest)
@woeful plumeIt thinks its a plane
oooooh I forgot that menu even existed, thank you!
Oh wait that didn't fix it actually
Honestly once I changed it and made the settings less silly it worked fine.
Yeah I was messing with all the settings trying to get it to work so maybe I changed something wrong
But really it would benefit from removal of all that ERA. Less weight. More reverse power if you are going to keep it how it is.
It actually struggles to stop heh
It seems to stop in a reasonable enough distance for me, if the AI were deciding to reverse out of the water it should be able to
The water I was testing on had a gentle slope and the tank was going nooooo as it continued its slow descent into the depths. (I can see in AI view it doesn't want to do that.)
Oh there's an AI view? How do you get to it?
middle mouse button when not in build mode
icon up the top with the dotted line
but yeah after that I set it to 0 instead of -2 and it stayed out the water and shot at the poor marauder.
Haven't used this view before, think the green is the waypoints right?
Have you changed it to land mode yet? 🙂
Set land height required to 0 and your min alt above water to that as well
It could be at that very longe range its operating further than the pathfinding grid can account for
I was testing it at about 800 or so
Seems to be happening whenever it wants to get closer to the target
Oh oops
I tried spawning closer, worked fine if it was closer to shore than the combat distance, the problem seems to happen whenever the ship is farther out from the shore than the combat distance
Weird, try it in alpha. I actually changed how point and maintain works a bit in that
Yeah probably just that its beyond the pathfinding grids calculation. FTD was never meant to be tanks shooting ships heh
I'll mention it to Nick, maybe some sort of fail safe can go in where it just stops
Yeah it's happening in alpha too
Ok its not top of the list but we are looking at AI stuff anyway so I'll mention it when Nick is back
Thank you!