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Passing Points
nbeveridge
post May 7 2008, 07:51 AM
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I am just curious if any of our template developers are using passing points (or passing paths) in the templates. I have run across several routes where passing points will not work, so as a rule I always direct the player path to the RH track and the AI path to the opposite track. Or in some cases the LH track if the prototype used LH running. Denis? Moe? Pete? Jim? Eric? Don? Peter? Steve?


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Norman
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jrmeindl
post May 7 2008, 08:52 AM
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QUOTE(nbeveridge @ May 7 2008, 08:51 AM) *
I am just curious if any of our template developers are using passing points (or passing paths) in the templates. I have run across several routes where passing points will not work, so as a rule I always direct the player path to the RH track and the AI path to the opposite track. Or in some cases the LH track if the prototype used LH running. Denis? Moe? Pete? Jim? Eric? Don? Peter? Steve?


Hi Norman,

I try to stay away from them if I can. Most times I could never get them work properly or they were inconsistant, meaning they sometimes would work and other times they would not. I really believe it has something to do with location and timing of how the player is advancing along it's own path with relation to the AI path.

Jim
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nbeveridge
post May 7 2008, 05:04 PM
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QUOTE(jrmeindl @ May 7 2008, 08:52 AM) *
Hi Norman,

I try to stay away from them if I can. Most times I could never get them work properly or they were inconsistant, meaning they sometimes would work and other times they would not. I really believe it has something to do with location and timing of how the player is advancing along it's own path with relation to the AI path.

Jim


With a template, you never know how fast or slow a player will work, and this can depend to a large degree on where and how much work is selected. Thus if successful AI traffic is dependent on timing, it will not work in a template. If passing points cause this issue, then maybe we should avoid them.

Anyone else?


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Norman
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