#The REAL Root Of AI Stuttering Issues // Part 2 To The Root Of Most AI Issues

1 messages · Page 1 of 1 (latest)

warm kettle
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Hey! So you may have seen my previous post about what issues the AI has. Turns out I was WRONG in a way. (By that, I mean the stuttering isn't caused by a messy behavior tree.)

Supposedly, the REAL root cause is that the Composite Task Systems being used has the AI stop in their tracks every time a Movement Request happens.

Also, whenever the player keeps moving, plenty of the Movement Requests just... stop.

One last issue that could be resolved is that the Nav Mesh Cell Size is way too big, so whenever they're built, they're too big to spawn under stuff like archways. So, they'd have to be placed manually. And whenever the AI enters a navlink, they stop.

This info was given to me by @tiny blaze who likely also knows any other potential issues I didn't really list here.

The bit about movement requests stopping was given to me by @hidden pelican

The last bit about Nav Mesh Cell Sizes was given to me by Bonnie, who sadly isn't here anymore.

In conclusion, if this issue gets sorted, the AI should no longer stop in place, and should work (mostly) flawlessly.

[Sidenote: Cleaning the Behavior Tree is optional, but would be very beneficial for any plans to further modify or add on to it. Thanks for listening.]

ruby stag
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this post needs more likes - the devs need to see it

silent dove
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Hope they fix this and the ai will so much better then it already is

ruby stag
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but...it isn't great as of now

silent dove
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No but its decent

warm kettle
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It'll get better with time i'm sure.

eager orbit
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Once again, fantastic report! We're extremely thankful for it and rest assured that we always read through your suggestions and feedback. Imbirheart

royal tiger
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Dont forget about the free roam ai and ai tasks becuase thats way more broken