AtomicUs5000
New member
OK, invisible makes more sense.By not counting, I mean invisible, so if you set them on the ground, the ground would be pathed and they would walk through the poles and try to destroy them, jump them or slip around them.
OK, invisible makes more sense.By not counting, I mean invisible, so if you set them on the ground, the ground would be pathed and they would walk through the poles and try to destroy them, jump them or slip around them.
So a base on these poles would be safer ?By not counting, I mean invisible, so if you set them on the ground, the ground would be pathed and they would walk through the poles and try to destroy them, jump them or slip around them.
Path smoothing already uses random variation and distance checks use thresholds, so zombies are rarely moving exactly along a block center line. Hard offsets would tend to break other movement like down corridors and make falls more unpredictable to the AI. I wish my b9 changes got in, because it addresses these type of paths with more random AI behavior. I will continue to add variations as I see people exploit the AI with specific techniques.There are many Blocks you can use to make a zombie fall.Maybe it would be easyer to add a random offset to every zombie he try to move along. So that not all zombies run in the middle of a block and try to move randomly along a bit offset path. This would make such traps more unforeseeable
If they cant see the poles and they move around them i can place my complete base on themHow do come to that conclusion?
I think he means invisible as a pathable object, but not invisible as an obstacle.If they cant see the poles and they move around them i can place my complete base on them
Except destroy area is not a path. It is a block scan, which will see the poles, but I could see it having problems hitting them, so give it a try. I don't sit around for hours making weird block bases to test. There are probably dozens of ways to mess with the AI, but I let the testers and players do that, while I fix all the problems I do know about.If they cant see the poles and they move around them i can place my complete base on them
in this case they do thatWould it help destroy funky paths people make with odd blocks if zombies always swung while falling?
oi you wot mate?...the upside is later horde nights wouldn't feel like a scooby doo game. I'm not sold on the emission having a minimal impact, but you're the dev; getting identical conditions is tough, i tried... When you respawn in, the mouse is center-line and you can't spawn entities from that far to compare, then time changes so quickly you can see shadows from trees move, then zombies head off in different directions... It's not an exact science, and i'm not a geologist, i don't do "guesswork science". =)
They are talking for pathing, Z can still destory them when direct path is not found to you .. so they destory any block in between you and them.. they destory any blockIf they cant see the poles and they move around them i can place my complete base on them
He’s a claims adjuster... so he does guesswork without the scienceoi you wot mate?
^-^
Fair enough. That's usually how I fill my working hours..He’s a claims adjuster... so he does guesswork without the science![]()
You're kidding right? There's only one other option, make all containers active. It does kind of streamline POI scavenging a bit too much.What would you suggest?
Just please make the cupboards 'accessible'. Empty cupboards is great, however currently not being able to use them storing things in them is a bit annoying.Its kind of a broken concept. 25% of 0 is 0. What would work better is to make more empty cupboards.
Absolutely love the fact that you make all this code available for anyone to use and change. Not that I have done it much, however to have this robustness with the game is fantastic.We're not going to make any harsh changes unless its something overlooked in late game. Its feeling pretty good to me. We are working on random gen, Robert is exposing the xml to a node editor so our lead artist can make it beautiful, and we already have a new biome generation.