PC Pathing through barbed wire

Grue

Refugee
I am trying to get zombies to come in through an entryway lined with barbed wire to slow them down.

Naturally the new zombies treat it like a solid block and refuse to walk down the "clear" path and destroy on the nearest wall instead.

I have tried putting it on the ground and flush with the wall facing outward. Spikes do not seem to have the same problem.

Is there any way to get them to actually walk over the barbed wire, or should I not even bother with building a base/defenses?

I really do not care about the AI being under construction and how it will be fixed Someday™, I just want it to work today so I can play the game today.

Is there a way to edit the XML so they see barbed wire, spikes, etc as a clear block so they will path "correctly"?

 
I haven't had this problem at all. They love walking over barbed wire. Is there actually a clear path through the barbed wire to you?

What material are your walls made of?

 
I haven't had this problem at all. They love walking over barbed wire. Is there actually a clear path through the barbed wire to you?
What material are your walls made of?
Outside walls are brick or cement with a row of spikes in front and a double row of upgraded wood behind (2000+ durability), but they would rather beat on those than go through the cattle chute.

It is a 2x2 hall designed in a zig-zag with a clear path (nothing but barbed wire) between the entry and my elevated area for shooting.

I tried putting the wire on the floor first, but when that did not work, I put it on both walls facing outward on the top and bottom blocks.

I figure the top barb is redundant since the bottom is what has the slow effect, but I wanted to make sure both blocks had the same durability.

Is there a maximum path length they will track you?

Is it a beeline or does it count the zig-zag distance?

 
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Use the Barbwire without woodholders.Place them flat on the ground
I tried that first, they walked right by the path and went to the wall closer to the stairs to break through.

So just to clarify, is there a path for them to reach you on your elevated platform?
Yes it is a clear 2 block wide path all the way between the entry and the stairs up.

 
I guess there is something wrong, screenshots pls

I used barbwire in many different ways very sucessfull, and had never such problems

as a example

They follow the path from the right to the left

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The flat barbwire they perceive as sheets, the with woodsupport they see as full block

 
Ah yeah, I think the zig-zag is too long. That tended to work in 17.0, but in 17.1 there is a lower maximum detour they are willing to take.

If it's too long they will just start bashing things at random.

Additionally, the zigzag walls being made of wood tends not to work too well. The cost of just going through is pretty low in the zombie pathfinding.

 
i GUESS (hard to see details)

Possibility 1:

The formula that search for the easyest way simply see wood walls as easyer to break than running the whole way.

I cant say you where exactly the border is. But i had zombies breaking Flagstones and after upgrade to Concrete they did not even try

Possibility 2:

Maybe your path is too long, if i would need to guess the path is arround 80 Blocks long.

My longest path i used that worked was only arround the half of it

(no idea how long a path was that didnt worked too, but i had a really long one)

(AND AS PURE GUESS, i think the max path lenght COULD be arround 60 Blocks, in that distance zombies start to be rendered, at least the most in A16, in one test)

Possibility 3:

Maybe they try to reach a shorter path by moving through the house and coming through that door ?

 
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i GUESS (hard to see details)Possibility 1:

The formula that search for the easyest way simply see wood walls as easyer to break than running the whole way.

I cant say you where exactly the border is. But i had zombies breaking Flagstones and after upgrade to Concrete they did not even try

Possibility 2:

Maybe your path is too long, if i would need to guess the path is arround 80 Blocks long.

My longest path i used that worked was only arround the half of it

(no idea how long a path was that didnt worked too, but i had a really long one)

(AND AS PURE GUESS, i think the max path lenght COULD be arround 60 Blocks, in that distance zombies start to be rendered)

Possibility 3:

Maybe they try to reach a shorter path by moving through the house and coming through that door ?
They never even come through the opening to hit the wood maze walls, they walk right by and go over to the wall in front of the stairs and start shredding the reinforced concrete.

It might be too long, that is my best guess as well. I was trying to line up the runs so they would be easily visible from the catwalk for shooting.

With the door closed there would be a minimum of two layers of brick (reinforced concrete on the outside and that brick interior wall with the door in it), and I keep that iron door closed on blood moon night to keep them from getting those ideas.

 
Carefull with doors, some people stated that they dont prefer doors. But they prefered a 7000 HP Vault door over a 3 block thick Flagstone wall (3000 HP Together) in one case. (But thats only unrelieable memory, but still memory from 2-3 weeks ago)

 
Carefull with doors, some people stated that they dont prefer doors. But they prefered a 7000 HP Vault door over a 3 block thick Flagstone wall (3000 HP Together) in one case. (But thats only unrelieable memory, but still memory from 2-3 weeks ago)
I remember them having preferential pathing to doors in A16.4, but have not seen them hit my doors at all in A17/17.1.

Maybe I could put a couple of cheap wood doors at the mouth of my funnel to get their attention?

 
I remember them having preferential pathing to doors in A16.4, but have not seen them hit my doors at all in A17/17.1.
Maybe I could put a couple of cheap wood doors at the mouth of my funnel to get their attention?
No idea, if i would be you i would simply make a path through the first 2 Woodwalls (these ones that start at the outer wall)

so that a zombie has a far shorter path. (means he comes in and can turn direct left and go arround 14 Block straight (on the picture towards the right upper middle of the picture))

(means they skip the half maze)

If it is the path lenght you need to overthink the build.

 
No idea, if i would be you i would simply make a path through the first 2 Woodwalls (these ones that start at the outer wall)so that a zombie has a far shorter path. (means he comes in and can turn direct left and go arround 14 Block straight (on the picture towards the right upper middle of the picture))

(means they skip the half maze)

If it is the path lenght you need to overthink the build.

Yeah, I will try that. Just shortcut the first zig-zag to see if they like that shorter path better and get an idea of what the max distance they will travel is going to be.

 
Yeah, I will try that. Just shortcut the first zig-zag to see if they like that shorter path better and get an idea of what the max distance they will travel is going to be.
So fataal talked about how AI pathing worked. There was a thread dedicated to AI for A17. But there's a max distance the AI will seek to find a "weakest path" to reach you. I thought it was 30 blocks but it could be 40 blocks. However if I were to guess, they only do this maybe for 5,10, maybe 20 different pathways at most? Thing is, if they are say 40 blocks away from you, and they can't find the "air path" to reach you in their attempts, they look for the next weakest path. Which, if all the paths are through the same number of walls and same thickness of walls, then they'll likely just go through the wall closest to themselves.

I don't do creative test runs or anything. And I'm a bit of a slow progresser. So I haven't been able to play with zombie pathing much. But if you really want zombies to path a certain way, my suggestion is to try to find the shortest pathway that can kill them, and use that first. Then extend out your pathway plan to see when it fails. I'm going to guess that the best pathway base design is actually going to be a more vertical base design with no obstructions, probably not even barbed wire.

so like a 10 x 10 area that's just like a plus. That goes vertical. With a ladder in the middle to a 2nd floor. Then 4 ladders on the edges of the second floor to go to a third floor, etc. That way they can keep pathing toward you. And I want to say that something happens when zombies move vertically when pathing. Like a reset or something on their pathing routine. Something like, "Is Player Higher than me? Yes", "Can I get higher? Yes", "Okay I go higher and recheck.". Can't confirm it, but that's my guess. *shrug*

 
my base works like a charm. With one exception

The "Plateau must be broader and need Cover against Cops and spitting vultures"

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A x64 horde killed me because of too less cover (upgraded pathway)

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Pathlenght is arround 40

 
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That looks pretty sweet.

Can you show me a pic of the entry area for them to start the path up?

Thank you for the help btw.

 
Ok, nice.

It seems like all the videos have the zombies pathing up a ramp/stairs for some reason. Why not a flat maze?

 
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