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Frozen Clif Racers (too short AI distance)
Posted: 16 Nov 2016, 21:07
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...
Re: Frozen Clif Racers (too short AI distance)
Posted: 16 Nov 2016, 21:19
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.
Re: Frozen Clif Racers (too short AI distance)
Posted: 16 Nov 2016, 21:32
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?