AI Pathing module for racing AI cars on circular tracks

Discussion in 'Ideas and Suggestions' started by ronaogman18, Jun 18, 2017.

  1. ronaogman18

    ronaogman18
    Expand Collapse

    Joined:
    Dec 28, 2013
    Messages:
    7
    'Random' is just that: Random. You dont know when an AI car will suddenly just turn around and go somewhere else. 'Scan' stops driving after it finds all the Navigation nodes. Useful when you want a tour, but not for multi-lap racing. 'chase' and 'flee' only are related to the position of your vehicle in relation to theirs, so you cant pass/get passed. 'manual' causes the AI to just stop after making it to a point, therefore making multi-lap racing not possible.

    thats why i propose a Multi point pathing system so you can set multiple points in the order you want them achieved, and it will automatically cycle between the three or more points you specify. you can even add an optional lap selection to signify the amount of times the AI goes through the cycle before stopping.

    just an idea i had, because i dont know how to code these kinds of things.
     
    • Agree Agree x 2
  2. Tertywerty

    Tertywerty
    Expand Collapse

    Joined:
    Jun 30, 2015
    Messages:
    57
    I like this a lot. We need serious AI improvements when it comes to race tracks and ovals. Especially in the AIs awareness of other vehicles near it.
     
    • Agree Agree x 1
  3. Danny Werewolf

    Danny Werewolf
    Expand Collapse

    Joined:
    Mar 31, 2017
    Messages:
    2,268
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice