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AI point on path problem...

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  13:17:38  9 June 2013
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DutyStalker666
Senior Resident
 

 
On forum: 10/25/2011
Messages: 169
AI point on path problem...

I've successfully added a NPC with logic in one of the basements in the rookie village in Cordon. I did this by stating it's logic in all.spawn and I made a gulag in the exact position where the npc spawned. I also stated this in the npc's logic. However... In Sid's bunker and the bus stop... I encountered a crash whenever I got near.

I use smart_terrains to prevent my npcs from moving from their position. I do not know of any other way. Now I tried adding a smart_Terrain to the second floor of the house next to where you find wounded Fox. I added the npc (double checked everything; he is correctly added) and I get this crash log:


---QUOTATION---
[error]Expression : ai().level_graph().valid_vertex_id(vertex->data().level_vertex_id())
[error]Function : CPatrolPathManager::select_point
[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\patrol_path_manager.cpp
[error]Line : 164
[error]Description : patrol path[esc_housebed], point on path [wp00],object [esc_doomknight1]
---END QUOTATION---



Is there any way to simply bypass the usage of smart terrains and just have a logic "freeze" the npc in its place?
  14:01:30  9 June 2013
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
06/09/2013 14:11:22
Messages: 1158

---QUOTATION---
I get this crash log:

[error]Expression : ai().level_graph().valid_vertex_id(vertex->data().level_vertex_id())
[error]Function : CPatrolPathManager::select_point
[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\patrol_path_manager.cpp
[error]Line : 164
[error]Description : patrol path[esc_housebed], point on path [wp00],object [esc_doomknight1]

Is there any way to simply bypass the usage of smart terrains and just have a logic "freeze" the npc in its place?
---END QUOTATION---



No, using of smarties is not necessary for an npc, just the logic should do what you want.

Your error seems to me a missing AI map error. As i remember, we can't find ai nodes/ai map on the second floor of the house near Fox.

Did you use level editor for modding? Adding ai map demands some work with level editor + xrAI.

If not, some position informer tool shows you in game, if a position is valid or not valid. "Valid" position = AI map is present, so you can add AI (npc/monster). If position is "not valid" = ai map is missing at position, so AI will not work, you can't add any npc/monster there, you can expect crashes if you do so.

EDITED:
Yeah, i opened Escape in LE, and the second floor is completely AI-node free = you can't add here smarties, you can't spawn here any npc/monster, you can't add here any waypoint for an npc/monster.
  14:19:17  9 June 2013
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DutyStalker666
Senior Resident
 

 
On forum: 10/25/2011
 

Message edited by:
DutyStalker666
06/09/2013 14:20:16
Messages: 169

---QUOTATION---
I get this crash log:

[error]Expression : ai().level_graph().valid_vertex_id(vertex->data().level_vertex_id())
[error]Function : CPatrolPathManager::select_point
[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\patrol_path_manager.cpp
[error]Line : 164
[error]Description : patrol path[esc_housebed], point on path [wp00],object [esc_doomknight1]

Is there any way to simply bypass the usage of smart terrains and just have a logic "freeze" the npc in its place?

No, using of smarties is not necessary for an npc, just the logic should do what you want.

Your error seems to me a missing AI map error. As i remember, we can't find ai nodes/ai map on the second floor of the house near Fox.

Did you use level editor for modding? Adding ai map demands some work with level editor + xrAI.

If not, some position informer tool shows you in game, if a position is valid or not valid. "Valid" position = AI map is present, so you can add AI (npc/monster). If position is "not valid" = ai map is missing at position, so AI will not work, you can't add any npc/monster there, you can expect crashes if you do so.

EDITED:
Yeah, i opened Escape in LE, and the second floor is completely AI-node free = you can't add here smarties, you can't spawn here any npc/monster, you can't add here any waypoint for an npc/monster.
---END QUOTATION---



Hmm... Thanks for the information; I found a tutorial on moddb concerning Ai graphs and more... Ah well.. It'll be worth it in the long run. Thanks again.

EDIT: That tutorial is by you.. LOL
Double thanks
 
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