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#1

Enemy AI not to take a shortcut.

Archive: 3 posts


Hi everyone.
1. How do i make it so an AI player will travel along the main track in one lap, but in the next lap take a shortcut.
Also, if i place a tag on a spawn gate, will this be 'on' for this particular player/ai enemy that spawns at that gate.
Thanksa for any help.
2013-08-29 13:00:00

Author:
Sean88
Posts: 662


I was having similar problems and made a post not too long ago about something similar, and someone replied concerning this. (https://lbpcentral.lbp-hub.com/index.php?t=81479-Reset-regulation&p=1124620&viewfull=1#post1124620) You can download the level Demo: Respawn Location (https://karting.lbp.me/v/3319) from the planet and see how you specify respawns.

In short, if you use a reset sensor and a tag sensor tied into (with an 'AND' gate) a reset tweaker, you can specify a specific "arena spawn point" to respawn at from a given location. You can use a progress sensor tied to a threshold logic (per initial spawn) all tied through an 'OR' gate to turn the arena spawn on/off on specific laps. This is relevant because the AI is insanely dumb. Even if your main road is blocked with an object labeled with "obstruction," or the road is erased and destroyed, if it's the shortest "path" then the AI will try to take it. I used an obstruction with a danger tweak so they would die when they tried to drive through it and respawn at the start of the alternate path. It's important to note that you must label the tag/tag sensor and arena spawn point/reset logic with the exact same label for them to recognize each other (even if the tag/tag sensor's have the same color)

It would be very nice if there was "conditional pathing" like everything else - making breadcrumbs/branches active/inactive based on your chosen logic (i.e. specific lap).
2013-08-29 18:51:00

Author:
StJimmysAdiction
Posts: 388


Thanks a million for your help. . Yes, If only there was an easier way...2013-08-31 23:45:00

Author:
Sean88
Posts: 662


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