Not exactly. What I have found is the AI will just sort of do their routines. If they are placed near a turret they will occasionally get on it and look around, then go back to doing their things. If things heat up they will often jump on them. I've tried quite a few things to get the AI to do "exactly" what I want and it's a pointless effort. I placed AI on an assault map and 15 feet away they had vehicles with weapons. They ran 100 yards away and jump in a civilian van.Originally Posted by walker.allen Go to original post![]()
I place "GUARD" animation points, with the duration maxed, behind my turrets, set the enemy directly behind that, and sometimes sort of sabotage the navigation mesh around them to prevent them from wandering off. It's a trade-off sometimes between "realistic" environments (functional ladders and operable defensive structures design) and altering the environment to enforce more "realistic" behaviors for AI that can have pretty short attention spans, apparently. If I trap the AI near the turrets, they use them pretty reliably once the action starts. I wish the animation points were a bit more reliable and programmable, but they seem to rely on classic dice-rolling percentages--will this soldier stand guard as directed, or wander off the defensive fortifications entirely to complain about the heat to another AI across the map?Originally Posted by walker.allen Go to original post
If you haven't already, go into the Map Editor options and turn on the Nav Mesh display (for characters) and play with ways to lock them to their spawn points. Most often a very low obstacle--one that doesn't even necessitate a jump from our character--can inhibit their movement.
Also, if you haven't, check your validation to make sure the turret isn't "obstructed". I find the editor can be pretty inconsistent about what inhibits the proper functioning of a turret. Like, say, having sandbags piled in front of it, or spawning a character within its radius.