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turn radius and crashing problem...
Posted: Fri Mar 11, 2011 7:20 pm
by Dennis|8749236
i have a post, that is talking about the crashing problem with AI, and now i know what cause that problem.
http://bfmods.com/viewtopic.php?f=6&t=948
this code, i set the value too low, commonly is 25, and my question is:
What does it do? And how can i lower it down to make game working properly...
[Edit March 11 2011 1:21 PM: a lot of grammar mistake ><]
Re: turn radius and crashing problem...
Posted: Fri Mar 11, 2011 10:08 pm
by POTAmatt
Bots don't know the turning capability of their vehicles. This value is used by the AI to calculate when to make their turn. Think of a bot driving down the road approaching an intersection and is about to make a right. If he turns too soon, his turnradius is too high. If he turns too late, his turnradius is too low. If he's makes the turn correctly, no change is necessary. Tracked vehicles are typically set to 5 meters, jeeps approx. 10.
Re: turn radius and crashing problem...
Posted: Sat Mar 12, 2011 5:24 am
by Dennis|8749236
o.. i see..
this code is to tell bots when you can turn the vehicle, so, if i set it 100, then the bots will turn very early and aim to target?
Re: turn radius and crashing problem...
Posted: Sat Mar 12, 2011 5:49 am
by POTAmatt
Yes, although aiming is an entirely seperate topic. I wouldn't expect good results with values that high. I've only used a turnradius of 100 or more on destroyers and larger ships. Think of it as the radius, in meters, it takes your vehicle to turn around entirely. That figure is used by the AI in it's turn calculation (Turnto behavior) when navigating a pathmap. The accuracy of the vehicle's turnradius will determine how successful they will be.
Re: turn radius and crashing problem...
Posted: Sun Mar 13, 2011 5:05 am
by Dennis|8749236
ok.. thank u
