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When NavMesh was first introduced, it felt like low-hanging fruit would be to add patrolling AI at the service entrances to existing bunker sites, but this never happened. Does planetary NavMesh not apply to existing asset or mission locations?

TL;DRPlanetary navmesh does apply to existing locations, but old sites lack guard and patrol behaviors, which need designer-defined information and a pipeline still being finished, so patrols haven't appeared there.

I think it's a combination of stuff, right? So I think, yes, it does apply to all the locations. The way it works right now, and we're finishing extending the last bit that we are missing, but basically, whenever you go on a planet, it will just generate a mesh on specific constraints. There are some constraints right now, and this is what we are trying to remove, that it would generate across the whole default surface of the planet. The issue is the combination with the behavior. So what you need to build these outposts with, for example, guard behaviors, security behaviors: you need to have the information about what it means, patrolling, for example. So how this usually works is this pipeline that we are finishing, to enforce the structure that we want to build for the new outposts, and from there we apply it to the old ones as well, is that we want to have all this information based on... this also connects with the population manager that we want to build, how we populate the environment automatically based on what can be done and so on. But the idea is, when you want to have a guard, the guards can have, for example, right now the security can have multiple things that they can do. They could guard a location, they could patrol, they could react in specific ways and so on. To do so, it requires them to be spawned, and it requires a designer to explain what we want from the guards; otherwise they will try to see if they find a patrolling path, similar to what you guys see in the UGF when the enemies run a sort of similar guard behavior. They try to find a patrolling path in the UGF and they go around, or if they don't find it, they try to move around here and there. This is what you usually see. And I think the moving randomly is the one that I personally hate the most, because obviously it doesn't really sell what they're trying to do, right? My classic sentence is: if they're trying to do some random stuff, that's what they will sell. They will say that they're doing random stuff. It's not going to be really interesting. And this, I think, is why you guys feel that some of the situations don't have this guard patrolling. It's just because basically the behavior is not yet out there to sell the right experience, right, in some of the old ones. But the mesh is there. You can fight with those guys and they will fight with you and so on. Obviously, we are aware of some of the problems that are there and that you guys are experiencing in some situations. For example, we have been looking at polishing some of the experience right now where you go on some specific outposts where there are neutral factions where you can kill them. There are some edge cases on what's allowed and what's not right now. For example, what does it mean when you can kill, from a mission perspective, somebody that is neutral? Are the other guys supposed to still react to you, or go on with their lives because they know there are some criminals around them and, well, bounty hunters are going to come and just kill them because that's the bounty they want, right? So unless you bother the other ones, the guys don't get bothered. These are all stuff that we are iterating on, and with Star Citizen being an in-development game and a constantly updated game, sometimes you get a partial version of that, right? And there are still a few things that are not very nice from our perspective either, right? But I think it's nice that you guys can start to experience what we want to have eventually. But yeah, basically, we can have it from a tech perspective; that's what you will all have. We've been improving a lot of the navigation links as well. Right now, for example, we've been getting the full support for ladders, the new ladder system that the actor team has also been working on, so that we can fully have AIs using ladders, using airlocks, and all these additional things that allow the AI, for example, to leave an outpost and go on the planet as well, right? This is exactly the reason why we wanted to have the planet navigation mesh following the same structure as the regular exported navmesh, because then all these other systems work out of the box. You can do all this stuff, right? You can land a ship and have people leave the ship.

Star Citizen Live›Ask the Devs - AI for U and I·
Published on this date.15 Dec 2023