Patrol Pause Duration

SOSolacex

Member
Using behavior designer and a* pathfinding pro, the patrol task has an issue where the Pause duration only works for the very first waypoint the AI encounters. As soon as it arrives at the second waypoint, it moves on right away.

Even upon waypoint resets, it doesn't pause on the first waypoint.
 
So I looked at the Utility Theory and implemented EXACTLY the same thing into my own game, except, my game uses the A* pathfinding seek.

Now there is an issue where, upon changing to a new seek, said seek IMMEDIATELY comes back as positive. Even though the AI agent hasn't moved to the waypoint yet.

This basically results in a situation where the evaluators change correctly, however the AI keeps idling at one spot, due to the seek issue.

Can confirm completely that this is a thing; I just opened the Utility Theory scene, added a recast graph and changed the seek to the a* seek.

The AI immediately had the issue described.
 
Last edited:
(merging threads as these are likely related)

When your agent reaches the second waypoint what is the waypointReachedTime? My guess is that the pause aspect is working, but the arrival isn't being determined correctly:


I haven't found a consistent way to determine the arrival with A*.
 
Top