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  1. #1

    Enemies movement

    Hey
    I've been creating an Outpost for a few days, and left the part that I place the enemies (AI) to the end.
    But when I started to place them, I noticed that I can't create a route for them.
    I can choose if I want them to be stopped, but If I want them to go from a point to another, how do I do it? Is there any way to do it?
    What I want is to create a route for the AI, like we see when we're playing single-player on an outpost.
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  2. #2
    Unfortunately, at this time, there is no way to do this. You can add some animation points that AI might randomly go to, and you can set the duration of these animation points to be very long. I have heard some mappers have been successful with stringing these points together to make a path. You can also view the available ground for enemy AI to travel. Under editor options there is a "View Navigation Mesh" option, and by setting it to characters all blue surface are navigational. You can try to limit this area by placing additional objects to trap enemies into a path.
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  3. #3
    Originally Posted by Manlius10A Go to original post
    You can add some animation points that AI might randomly go to,
    To be fair, they don't exactly "Randomly go to", they will just pick the nearest node and deal with that.
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  4. #4
    BRASCH's Avatar Junior Member
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    Originally Posted by Kantham Go to original post
    To be fair, they don't exactly "Randomly go to", they will just pick the nearest node and deal with that.
    I have also found this to be mostly true. I would love to see the algorithm that they use to pick a spot. I have seen two npc's trying to get to the same spot, when there were others around. I have also had problems with snipers not going to the sniper binoculars animation right next to them to go idle on the other side of the outpost. I think the number of AI animations you put affects the outcome too.
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  5. #5
    And, what about the oposite? What If I want them to be quiet, not moving... is there a way? I add the animation "Idle", but they still move after a while...
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  6. #6
    BRASCH's Avatar Junior Member
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    Originally Posted by hugopiugo Go to original post
    And, what about the oposite? What If I want them to be quiet, not moving... is there a way? I add the animation "Idle", but they still move after a while...
    What do you mean? If you mean stop and stand in one place without the random idle fidget, try guard. And if you want them to stay there forever, modify time limit on the animation. On x1, I have found that alot of times the 1 second timer makes them stay there infinitely. I don't know if it is a bug or not.
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  7. #7
    I think just adding an invisible road texture, and giving the AI the Auto-Drive option into their walking code would've been suitable :/.
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