Cheers,

ai_show_connect sounds helpful, will check that out tonight.

    * It's hard to tell how far apart they are without anything to give
      a sense of scale.

        Ah, that would make sense.

    * Are you sure you shouldn't be using ground nodes?

        My NPC uses the helicopter flight model, so I am using air
nodes, hope this is correct.



-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: 01 August 2005 16:58
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] AI Pathfinding problem

Bad form to use a bullet list but I can't think of a better way.

    * It's hard to tell how far apart they are without anything to give
      a sense of scale.
    * The fastest way to see if it's your code that is the problem is
      loading the map in HL2 and spawning something.
    * Use ai_show_connect to see the node graph. If it isn't joined up
      the nodes are the problem, while if the links are there it's the
NPCs
    * Are you sure you shouldn't be using ground nodes?

Ian Warwick wrote:

>Hi, I have implemented a custom schedule with exactly the same tasks as

>SCHED_FORCED_GO.
>
>The only problem is when my NPC builds a path, it fails unless I put an

>extreme amount of nodes in the map.
>
>I have no idea why this is happenining, here is an image of a path my
>NPC has generated, it seems a bit over the top to me, but I had to do
>this in order for the NPC to actually find a path in the first place.
>
>http://www.thewakening.com/pathfinding.jpg
>
>Any idea where I can look to make NPC's connect nodes that are further
>apart than this?



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