Frozen Clif Racers (too short AI distance)

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jirka642
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Joined: 23 Aug 2014, 11:39
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Frozen Clif Racers (too short AI distance)

Post by jirka642 »

Is there some way to set custom AI/Animation distance in settings?
I have set "exterior cell load distance = 2" in settings to render more distant terrain, but clif racers (and other creatures) in distance are frozen (no animation or movement) and do not even react to being sniped by fireballs... :|
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Atahualpa
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Joined: 09 Feb 2016, 20:03

Re: Frozen Clif Racers (too short AI distance)

Post by Atahualpa »

In contrast to the vanilla game, there is no AI Distance slider in OpenMW.

From the aipackage.cpp (lines 82 to 85):

Code: Select all

    /// Stops the actor when it gets too close to a unloaded cell
    //... At current time, this test is unnecessary. AI shuts down when actor is more than 7168
    //... units from player, and exterior cells are 8192 units long and wide.
    //... But AI processing distance may increase in the future.
But what would happen if you set AI Distance to a higher value? As far as I know, there is no extra "fight radius", meaning that creatures from all over Vvardenfell would start attacking you. I guess we'd have to improve the AI first in order to make this a useful feature.
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jirka642
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Location: Czech Republic
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Re: Frozen Clif Racers (too short AI distance)

Post by jirka642 »

What about adding "exterior cell load distance" into isNearInactiveCell function? [aipackage.cpp (lines 291 to 293)]

Code: Select all

        // currently assumes 3 x 3 grid for exterior cells, with player at center cell.
        // ToDo: (Maybe) use "exterior cell load distance" setting to get count of actual active cells
        // While AI Process distance is 7168, AI shuts down actors before they reach edges of 3 x 3 grid.
Would that still not fix it?
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