06-25-2010, 08:45 PM
Hi Ibsen,
I'm not totally sure about your pathgrids question, but I think that the Paatru will be able to find their way to dry land, due to my observations I made when I was working on getting fish to actually swim around on their own:
In my fish experiment, I made fish swim around (sort of), without making them seek out underwater rocks in order to make them move. The fish did move, but they always moved towards shore, then back to their original spawn marker position underwater.
I found that the fish were moving towards the closest pathgrids on land, nearest their spawn marker, when I looked in the CS at the pathgrid locations. So they indeed were trying to go from water to dry land and back again.
If you set a pathgrid on the stair ramp of the bubble houses, the Paatru will most likley navigate towards it, and then back out into the water to activate the door that leads to the giant pool of water the house is in/under. If you want the Paatru to swim around for a while in the submerged part of the house, make that individual's AI seek out an item or object in the first floor (like a rock under the water, on first floor), then set their exploration radius to be a good number, and set the time for them to start swimming and how long they should swim around near that object.
Keep in mind there are two different "location" selections for the explore radius: the radius from a spawn marker, and the radius from a directly placed NPC in the render window (I forget the exact terms for these two selections, but they are under one of the AI sections). If you select the "location" for spawn marker, but you've manually placed that NPC, the NPC might not swim around the object and explore like they are supposed to. I think I came across this issue with the fish experiment of mine. So for manually placed NPC's, select the other "location" selection that is not for spawn markers.
Forgive me if you already knew most of this AI stuff. Better safe than sorry.
Koniption
I'm not totally sure about your pathgrids question, but I think that the Paatru will be able to find their way to dry land, due to my observations I made when I was working on getting fish to actually swim around on their own:
In my fish experiment, I made fish swim around (sort of), without making them seek out underwater rocks in order to make them move. The fish did move, but they always moved towards shore, then back to their original spawn marker position underwater.
I found that the fish were moving towards the closest pathgrids on land, nearest their spawn marker, when I looked in the CS at the pathgrid locations. So they indeed were trying to go from water to dry land and back again.
If you set a pathgrid on the stair ramp of the bubble houses, the Paatru will most likley navigate towards it, and then back out into the water to activate the door that leads to the giant pool of water the house is in/under. If you want the Paatru to swim around for a while in the submerged part of the house, make that individual's AI seek out an item or object in the first floor (like a rock under the water, on first floor), then set their exploration radius to be a good number, and set the time for them to start swimming and how long they should swim around near that object.
Keep in mind there are two different "location" selections for the explore radius: the radius from a spawn marker, and the radius from a directly placed NPC in the render window (I forget the exact terms for these two selections, but they are under one of the AI sections). If you select the "location" for spawn marker, but you've manually placed that NPC, the NPC might not swim around the object and explore like they are supposed to. I think I came across this issue with the fish experiment of mine. So for manually placed NPC's, select the other "location" selection that is not for spawn markers.
Forgive me if you already knew most of this AI stuff. Better safe than sorry.
Koniption