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  1. #1

    How to control AI in Map Editor

    Hi, I am having problems controlling my AI actions in the map editor. So I have positions several AI characters in multiple waves, but whenever I test the map when the first few AI are killed it activates the entire map and all my AI rush to my position to attack. I was trying to make the map into stages so you encounter the AI in certain areas. Is there anyway you can reduce the range at which AI respond to sounds etc?

    I know I can place AI on rooftops etc so they have no way of moving down but that doesn't help with "ground" AI that I want to wander around.

    Any hints or advice would be appreciated.

    If you need more detail of my problem please ask.

    Thanks in advance
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  2. #2
    AKAFootloose's Avatar Member
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    What type of map is it? Assault? The best way is to set the next wave to spawn at 75% dead when placing AI. Also you can build them an (out of sight) obstacle course with multiple climbable planks and ladders to slow them down. But to answer your question , there is no timer or range setting for between waves. It would help if I knew exactly what you had. You could play around with trapping 25% of say wave 2 in the next area, so if they spawn at 75% dead, wave 3 won't spawn until the player gets to that area and kills a few wave 2 guys. You can check the box in modifiers may help
    Disable Auto Combat Propagation - On / Off
    When enabled, enemies in wave 2-5 won't be automatically aware of all the combats in the map. They will only join the nearby ones.

    http://forums.ubi.com/showthread.php...u-amp-Settings


    I guess it doesn't really matter but this post should have been in the Map Making Forum.
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  3. #3
    Originally Posted by AKAFootloose Go to original post
    What type of map is it? Assault? The best way is to set the next wave to spawn at 75% dead when placing AI. Also you can build them an (out of sight) obstacle course with multiple climbable planks and ladders to slow them down. But to answer your question , there is no timer or range setting for between waves. It would help if I knew exactly what you had. You could play around with trapping 25% of say wave 2 in the next area, so if they spawn at 75% dead, wave 3 won't spawn until the player gets to that area and kills a few wave 2 guys.
    I guess it doesn't really matter but this post should have been in the Map Making Forum.
    Sorry it's my first post so wasn't sure where to put it (I will search better next time).
    Thank you for the reply.

    Its an extraction map, I start with you having to work your wave through a cave, then come out the other side where there is a small village, then beyond that over a river is a climb up a mountainside to an airstrip. So I really wanted 3 separate encounters (Cave, Village, Airstrip) with a few wandering patrols between them.

    So far when I kill things in the cave the AI from the village respond and come to help when I just want them to stay in the village area. I suppose I could block off the exit of the cave so you have to jump down that the AI navigation won't allow. I did think about putting the spawn at 75% dead, but then I felt that if you could skirt around the first or second wave the rest of the map would be empty.

    Thanks for letting me know about the timer/range options (or lack of) at least I don't need to explore that option now.
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  4. #4
    AKAFootloose's Avatar Member
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    In that type of situation I like to use a big gate you can't get around but have to blow it with explosives. Box in a W2 AI on the other side of the gate so he will be blown with the gate. Set W3 to spawn at 1 dead(the guy at the gate). The W2 guy will be for a trigger only. Place W3 in the new area. Do something similar at the next area using W4 as the trigger, place W5 in the 3rd area. Or, as you said, with AI navigation only. Only thing is you have to make sure these guys will die. I like to use that breakable wooden bridge for the gate. There is a destructible Front Gate but you can see through it. TIP: if you get more than 50 AI on the ground at one time it drops the FPS bad for some players with minimal PC's
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  5. #5

    Originally Posted by AKAFootloose Go to original post
    In that type of situation I like to use a big gate you can't get around but have to blow it with explosives. Box in a W2 AI on the other side of the gate so he will be blown with the gate. Set W3 to spawn at 1 dead(the guy at the gate). The W2 guy will be for a trigger only. Place W3 in the new area. Do something similar at the next area using W4 as the trigger, place W5 in the 3rd area. Or, as you said, with AI navigation only. Only thing is you have to make sure these guys will die. I like to use that breakable wooden bridge for the gate. There is a destructible Front Gate but you can see through it. TIP: if you get more than 50 AI on the ground at one time it drops the FPS bad for some players with minimal PC's

    I like your idea of the gate, I think that will work for me, i'll have a play around with that and see what looks/works best. I was previously using 4 waves but I think I can restrict it to 3 and then use waves 2 and 4 as "spawn deaths" It's the weekend so I have plenty of time to put this theory into place, I shall let you know how I get on.

    Thanks so much for your advice, the gate seems a great idea that I completely overlooked.
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  6. #6
    AKAFootloose's Avatar Member
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    Glad I could help. BTW I sent you a private message.
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