AI nodes issue
Posted: Tue Aug 23, 2022 1:57 pm
Hello!
I would like some explanation about how AI paths work in RVGL.
-gazzasaiinfo allows to visualize where the car is located on the AI path thanks to a blue outline
(or a red outline when the player leaves the AI path).
In picture 1, I'm racing on the bottom AI path as intended:
In picture 2, I decide to leave the bottom AI path.
I would expect the game to say that I'm in the OUTISDE NODE state, but it activates the top AI path instead:
This means I can teleport my way up the staircase by repositioning (picture 3):
First I thought that the game only has a top view of AI paths and ignores elevation changes,
so I left the top AI path and expected the bottom AI path to be activated, but I'm in the OUTSIDE NODE state (picture 4):
I did a lot of testing with stock tracks but can't figure out what's happening.
I also noticed the "chunks" of AI nodes outlined in green around the car's position, it seems to play a role in all of this:
I already encountered a similar problem with StadVolt, but I just moved the nodes around until it magically worked.
This time I need to understand how the game works to eliminate this reposition issue.
Thanks in advance.
L17
I would like some explanation about how AI paths work in RVGL.
-gazzasaiinfo allows to visualize where the car is located on the AI path thanks to a blue outline
(or a red outline when the player leaves the AI path).
In picture 1, I'm racing on the bottom AI path as intended:
In picture 2, I decide to leave the bottom AI path.
I would expect the game to say that I'm in the OUTISDE NODE state, but it activates the top AI path instead:
This means I can teleport my way up the staircase by repositioning (picture 3):
First I thought that the game only has a top view of AI paths and ignores elevation changes,
so I left the top AI path and expected the bottom AI path to be activated, but I'm in the OUTSIDE NODE state (picture 4):
I did a lot of testing with stock tracks but can't figure out what's happening.
I also noticed the "chunks" of AI nodes outlined in green around the car's position, it seems to play a role in all of this:
I already encountered a similar problem with StadVolt, but I just moved the nodes around until it magically worked.
This time I need to understand how the game works to eliminate this reposition issue.
Thanks in advance.
L17