r1ar Posted August 23, 2014 Report Posted August 23, 2014 CryEngine Didn't use CryEngine for two years, now i installed new version 3.6.5 and have a butthurt, cause Crytek renamed/moved many flowgraph components... Components like AIGoto and AI Execute: Goto just disappeared. How to make now moving vehicle to the TagPoint(TagPoint and not AIPath)? Vehicles already moved to TagPoint in Crysis and Crysis 2... I want to make a tank patrol with 4-5 TagPoint and random select(i know how to make random logic). I find AISequence: Move but it works only for Humans. Quote
Vilham Posted August 23, 2014 Report Posted August 23, 2014 Not entirely sure about sdk, but you probably need to load an ai into the tank and then use vehicle:move or something. Quote
Vilham Posted August 23, 2014 Report Posted August 23, 2014 The you need to use vehicle:move (might be named something slightly different), it should allow you to use a tag point or a path. Quote
r1ar Posted August 24, 2014 Author Report Posted August 24, 2014 No one Move for vehicles or something like that... only about AIPath. Quote
AtsEst Posted August 24, 2014 Report Posted August 24, 2014 Very much not sure about this but are you sure you have the navigation volume set up correctly? With the right AI type, size etc (for medium characters it has usually been blue if it build correctly, but from the look of the mesh it does seem correct as there is a lot of room between objects and bounds)? Quote
r1ar Posted August 24, 2014 Author Report Posted August 24, 2014 Red navigation is area for vehicles - Blue for humans Quote
2d-chris Posted August 24, 2014 Report Posted August 24, 2014 (edited) I have no idea if we even support vehicle navigation with the Navmesh, this is something we didn't use in Crysis 3 or Ryse as far as I know, so I would be surprised if it was supported in the SDK. I think this would be a question for crydev forums. Edited August 24, 2014 by 2d-chris Quote
Vilham Posted August 24, 2014 Report Posted August 24, 2014 It should be supported as SDK is branched off homefront 2, which did have vehicles. Quote
r1ar Posted August 24, 2014 Author Report Posted August 24, 2014 (edited) 2d-chris yeah... i talks with Adam about it. Vilham i think, they just using AIPath! No need for the random choise. How i made it for Crysis 1 for my very old map - Time_Rush. Tank moving into the base by Yellow AIPath, and then logic: random select choosing one of the green TagPoint. When tank on the point, logic make choise again after delay. Edited August 24, 2014 by r1ar Quote
blackdog Posted September 2, 2019 Report Posted September 2, 2019 (edited) [Last vista in the video] have they remade the opening vista of Crysis?? ~ Was expecting to see some tools tease, considering the competition. Edited September 2, 2019 by blackdog Quote
Radu Posted September 2, 2019 Report Posted September 2, 2019 Yeah, the ending was triage at dawn like. Sent chills hearing that music blackdog 1 Quote
will2k Posted April 14, 2020 Report Posted April 14, 2020 Crytek is hinting at a remastered version of Crysis Interfearance 1 Quote
-HP- Posted April 15, 2020 Report Posted April 15, 2020 Probably a Crysis 1/warhead/2/3 remaster for x1 and ps4. Similar to 2k did with Bioshock. When I was at crytek we released c1 on Ps3/xbox360, it shipped on CE3 (deferred rendering), some of the assets were remade like most vehicles, but the draw distance, LOD fade distance and shader quality were reduced, along with removing that extremely expensive VTOL mission, so I wonder which version they're gonna go with. blackdog 1 Quote
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