If the AI is alerted to the player’s presence by an alarm (something which, in this system, would be extremely easy to implement), the AI can figure out how to get to the player from even a great distance away. The prime reason is that it allows the AI to reach a specific destination much more quickly. Waypoints are split into paths for several reasons. Each waypoint stores information about itself, such as what path it is in, its position in that path, and what paths are connected to that waypoint. Waypoints are grouped into ‘paths,’ marked by color. ![]() They show up in the editor as cubes of various colors, but they are invisible in the actual game. Scattered throughout the level are waypoints. The textures are slightly random and all very free. What you see here is a small section of the level I’m using to test navigation. That’s alright when the AI has a large field of vision, or is near the player, but in an indoor environment with multiple paths and many barriers, that just doesn’t cut it. The waypoint system I had before simply said ‘if you can’t find the player, just loop around these waypoints until you do”. I’ve rehauled the entire waypoint system to allow more intellegent navigation of an indoor environment.
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