Forums » Suggestions
Make NPCs fly *around* the station.
What it says on the tin. Once they're done with the post-undock-drift and start turning to face the jump point, have them do a ray test from their ship to the jump point. If it intersects the a bounding sphere or box around the station, have the ship fly perpendicular for a bit first. Maybe do this in general, to avoid asteroids, but stations are more important to avoid, as they have funky geometry - which is why I say to use the bounding box/sphere instead of the station itself, to avoid trying to path through some tiny gap that the AI is too dumb to navigate.
If you feel a sphere or box wastes too much space, make a secondary uber-stylized collision mesh for each station, just for NPC pathing. I'm talking very rough and simple, just a few blocks. (Mainly relevant for really spawling goofy stations).
If you feel a sphere or box wastes too much space, make a secondary uber-stylized collision mesh for each station, just for NPC pathing. I'm talking very rough and simple, just a few blocks. (Mainly relevant for really spawling goofy stations).
If I understood right, +1
Results that NPCs will "see" the station as a solid "box" that covers all station, leaving docks protuding from its face. So convoy ships does not get stuck between stations parts.
Results that NPCs will "see" the station as a solid "box" that covers all station, leaving docks protuding from its face. So convoy ships does not get stuck between stations parts.
yeah, exactly
didn't a1k0n have some grand AI pathfinding redux in the works before he vanished off the face of the earth...?