Community Made AI Paths?

Discussion in 'Content Creation' started by KennyWah, May 6, 2015.

  1. KennyWah

    KennyWah
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    I've been poking around in the files of maps and am wondering if it is possible to make paths for AI as a user. Are the devs the only ones able to or is there a way I can achieve this? Does it require the use of decal roads? I've also noticed that mesh roads are usable in the current build. :confused:
     
  2. Joeyfuller2000

    Joeyfuller2000
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    I think it's possible, Occam's Razor Matrix Freeway map has some AI waypoints.
     
  3. HighDef

    HighDef
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    Game Design, QA and burnouts.
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  4. Occam's Razer

    Occam's Razer
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    I should point out that while Matrix Freeway has waypoints, the map.json file on it will still need a little tweaking. See the last few posts to figure out how to fix it. I'll release a new version soon to rectify this.
     
  5. HighDef

    HighDef
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    OK I just cracked it thanks to tdev. Don't use the waypoints! I changed the already layed decal road's drivability to 1 in it's properties, pressed ctrl + L and then when I tryed it it worked! You must lay a decal road for them to follow. Easy or what?

     
    #5 HighDef, May 7, 2015
    Last edited by a moderator: Oct 21, 2015
  6. HighDef

    HighDef
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    Bear in mind it crashes quite a bit but it works eventually for me and its really fun.
     
  7. KennyWah

    KennyWah
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    Well the waypoints I've also found that you'd need to scale them to the width of the road and rotation is not necessary [I've known this for a while just forgot to mention to anyone still wanting the waypoint manual method.


    Edit:

    First, where do I change the drivability value?
    Do I have to add it inside the .mis file?

    Second, What does control+L do?



    Okay nevermind, just go in your .mis file and find you're decal roads and the first line says "Drivability" set it from -1 to 1 on roads you want your AI to drive on.
     
    #7 KennyWah, May 9, 2015
    Last edited: May 9, 2015
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