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Vehicle following navpath.


flysouth
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Looking at the navmesh documentation seems to indicate that the methods have been implemented in the AiPlayer class. What happens if I want an Ai controlled hover vehicle that can follow nav paths for example?

All sane suggestions will be apreciated. :mrgreen:

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This will need conversion work but here's a direct extract from one of our old games for folks to play with based on the resource Jason mentioned:

PT1 - strategic AI (shared across the racers so they all get more agressive the better folks do. 10-1 skippable, but there's references)

#ifndef _AIStrategy_H_
#define _AIStrategy_H_
#ifndef _GAMEBASE_H_
#include "console/simBase.h"
#endif

#include "console/console.h"
#include "console/consoleTypes.h"
#include "core/bitStream.h"

class SAI : public SimObject
{
  typedef SimObject Parent;

public:
F32 mAgression;
F32 mPrecision;

  SAI();
  ~SAI();
  bool onAdd();
  void onRemove();

  DECLARE_CONOBJECT(SAI);
  static void initPersistFields();
};

DECLARE_CONSOLETYPE(SAI)

#endif

#include "AIStrategy.h"

IMPLEMENT_CONOBJECT(SAI);

SAI::SAI()
{
mAgression = 0.1;
mPrecision = 0.1;
}
SAI::~SAI()
{

}
void SAI::initPersistFields()
{
addField("Agression", TypeF32, Offset(mAgression, SAI));
addField("Precision", TypeF32, Offset(mPrecision, SAI));
}

bool SAI::onAdd()
{
  if(!Parent::onAdd())
     return false;
  return true;
}
void SAI::onRemove()
{
Parent::onRemove();
}

Pt 2- our lil bot-heads

// AIWheeledVehicleBrain.h
// Defines a wheeled vehicle that is driven by AI

#ifndef _AIWheeledVehicleBrain_h
#define _AIWheeledVehicleBrain_h

#ifndef _AIStrategy_H_
#include "game/AI/AIStrategy.h"
#endif

#ifndef _WHEELEDVEHICLE_H_
#include "game/vehicles/wheeledVehicle.h"
#endif

#include "stdio.h"

class PathPoint
{
public:
Point3F m_Point;
float m_desiredSpeed;

};

class AIWheeledVehicleBrain : public WheeledVehicle 
{
typedef WheeledVehicle Parent;
public:
enum MoveState {
	ModeStop,
	ModeMove,
	ModeStuck,
	ModeReverse,
};
enum DrivingState {
	SteerNull,
	Left,
	Right,
	Straight,
	TurnAround
};
enum FeelerState {
	FrontFeeler,
	LeftFeeler,
	RightFeeler,
	Open,
};

protected:

//vehicle info
Point3F mVehiclePos;
F32 mCurrentSpeed;

MoveState mMoveState;
F32 mMoveSpeed;
F32 mMoveTolerance;                 // Distance from destination before we stop
Point3F mMoveDestination;           // Destination for movement
Point3F mLastLocation;              // For stuck check
bool mbBetweenLines;
F32 mTurnAngle;
S32 mCurrentNode;
S32 mLastNode;
bool mbInit;
int mTargetNode;

F32 mMovecount;

Point3F mstartPos;

F32 mDistance;
Point3F mIntersection;
VectorF mRacelinedir;
VectorF mVehicledir;

Vector<PathPoint> mPath;
Vector<F32> mvecStop;

F32 followRacingLine();
int CalcPrevNode(int node);
int CalcNextNode(int node);

F32 mStuckTolerance;	//minimal motion before were considered stuck
S32 mMaxStuckCount;		//max cycles before stuck turns into totally stuck
S32 mStuckCycles;		//cycles we've been stuck
S32 mStuckCount;		//times we've exceeded max stuck cycles allowable 
F32 mLostDistance;		//maximum distance before were considered lost
F32 mPrecision;
bool mstart;
void SetLastNode();

// Utility Methods
void throwCallback( const char *name );
virtual bool getAIMove(Move* move);

public:
AIWheeledVehicleBrain();

void setMoveTolerance( const F32 tolerance );
F32 getMoveTolerance() const { return mMoveTolerance; }
void setMoveDestination( const Point3F &location );
Point3F getMoveDestination() const { return mMoveDestination; }
F32 avoidCollisions(void);
void addPathPoint( const Point3F &location, const float &speed);
void setStartNode(int startnode);

void BuildStopVector();
void InitAI();
static void initPersistFields();

F32 getDistanceToNode(U32 node);
void updateVehicleData();

F32 getMaxTurnAngle(F32 currentSpeed);
F32 getSlowDownDistance(F32 currentspeed,F32 desiredspeed);
F32 TurnToRaceLine(Point3F vehicledir,Point3F racelinedir,F32 maxTurnAngle);


// Steering
DrivingState   steerState;
F32   mLastSteered;
F32 getSteeringAngle();

virtual bool  onNewSAI(SAI* dptr);
SAI* mSAI;
bool setSAI(SAI* dptr);
SAI* getSAI()  { return mSAI; }
F32 mAvoidanceTick;
bool mAvoiding;

DECLARE_CONOBJECT(AIWheeledVehicleBrain);
};
bool DistancePointToLine( Point3F Point, Point3F LineStart, Point3F LineEnd, F32 &distance, Point3F &Intersection );
#endif

#include "AIWheeledVehicleBrain.h"
#include "math/mMatrix.h"
#include "math/mPoint.h"
#include "core/realComp.h"

//TWEAKABLE constants
#define STOPSAFETY 15 //How we pad the stop distance value to make sure car can stop in time
#define TURNANGLE 0.5 
#define LOSTDISTANCE 30 //When vehicle is this far treat as lost
#define MAXLOSTSPEED 20 //Max speed when lost

IMPLEMENT_CO_NETOBJECT_V1(AIWheeledVehicleBrain);

AIWheeledVehicleBrain::AIWheeledVehicleBrain() :
WheeledVehicle()
{
  mMoveDestination.set( 0.0f, 0.0f, 0.0f );
  mMoveSpeed = 1.0f;
  mMoveTolerance = 0.25f;
  mbInit = false;
  mDistance = 1e20f;

  mMovecount = 0;
  mCurrentNode = 0;
  mStuckCount = 0;
  mMaxStuckCount = 50;
  mStuckCycles = 0;
  mLostDistance = LOSTDISTANCE;
  mPrecision = 20;
  mStuckTolerance = 0.01f;
  mstart = false;
  mAvoidanceTick = 2;
  mAvoiding = false;
}

void AIWheeledVehicleBrain::initPersistFields()
{
  Parent::initPersistFields();
  addField("StuckTolerance",TypeF32,Offset(mStuckTolerance,AIWheeledVehicleBrain));
  addField("MaxStuckCount",TypeS32,Offset(mMaxStuckCount,AIWheeledVehicleBrain));
  addField("LostDistance",TypeF32,Offset(mLostDistance,AIWheeledVehicleBrain));
  addField("Precision",TypeF32,Offset(mPrecision,AIWheeledVehicleBrain));
  addField("AvoidanceTick",TypeF32,Offset(mAvoidanceTick,AIWheeledVehicleBrain));
}


/**
* Sets how far away from the move location is considered
* "on target"
* 
* @param tolerance Movement tolerance for error
*/
void AIWheeledVehicleBrain::setMoveTolerance( const F32 tolerance )
{
  mMoveTolerance = getMax( 0.1f, tolerance );
}


void AIWheeledVehicleBrain::addPathPoint( const Point3F &location, const float &speed)
{
PathPoint v;
v.m_Point = location;
v.m_desiredSpeed = speed;
mPath.push_back(v);
}

void AIWheeledVehicleBrain::InitAI()
{
BuildStopVector();
mbInit = true;
return;
}

/*	Adjust this function for the performance of your vehicle
mvecStop is a vector that store the stop distance need by the vehicle 
at a certain speed
*/
void AIWheeledVehicleBrain::BuildStopVector()
{
int maxSpeed = 250;
F32 factor = 0.05f;
F32 value = 0;

for (int i=0;i<maxSpeed;i++)
{
	value = (i*i)*factor;
	mvecStop.push_back(value);
}
}

/**
* Sets the location for the bot to run to
*
* @param location Point to run to
*/
void AIWheeledVehicleBrain::setMoveDestination( const Point3F &location)
{
  mMoveDestination = location;
  mMoveState = ModeMove;
}


//Try to have vehicle follow racing line / Path
F32 AIWheeledVehicleBrain::followRacingLine()
{
Point3F v1 = mIntersection-mVehiclePos;
v1.z = 0;
Point3F v2 = mIntersection-mPath[mCurrentNode].m_Point;
v2.z = 0;

v1.normalize();
v2.normalize();
Point3F lv = mCross(v1,v2);
//Use cross product to figure out if we are left or right of racing line
if (lv.z<0)
{
	//vehicle is left of racing line
	return TurnToRaceLine(mVehicledir,mRacelinedir,TURNANGLE);

}
else
{
	//vehicle is right of racing line
	return TurnToRaceLine(mVehicledir,mRacelinedir,-TURNANGLE);
}

return 0;
}

F32 AIWheeledVehicleBrain::TurnToRaceLine(Point3F vehicledir,Point3F racelinedir,F32 maxTurnAngle)
{
Point3F desiredDir;

F32 ratio = mDistance/10;
if (ratio>1)
	ratio = 1;
else if (ratio<(1/10))
	ratio = 0;

//Square this value to have a smaller turn angle as we get closer to the racing line
ratio =ratio *ratio;
F32 turnAngle = ratio*maxTurnAngle;

F32 targetDistance = getDistanceToNode(mTargetNode);

if (targetDistance<mPrecision)
{
	//Just aim right for the node instead of following the racing line
	desiredDir = mPath[mTargetNode].m_Point - mVehiclePos;
	desiredDir.normalize();

	//skip turning
       //return 0.0;
}
else
{
	//rotate about the z axis so that we will turn twords racing line
	desiredDir.x = racelinedir.x*cos(turnAngle)+racelinedir.y*sin(turnAngle);
	desiredDir.y = racelinedir.x*-sin(turnAngle)+racelinedir.y*cos(turnAngle);
	desiredDir.z = 0;
	desiredDir.normalize();
}

F32 dot = mDot(desiredDir,vehicledir);

F32 turn;
//This section of code could use some improvement
//Try to have vehicledir match desiredDir 

//Don't turn
if (dot>0.999)
	turn = 0;
else if (dot>0.995f)
	turn = 0.2f;
else if (dot>0.98f)
	turn = 0.4f;
else if (dot>0.97f)
	turn = 0.6f;
else if (dot>0.96f)
	turn = 0.8f;
else 
	turn = 1;

F32 cz = desiredDir.x*vehicledir.y - desiredDir.y*vehicledir.x;

if (cz<0)
	turn *=-1;

return turn;
}

/**
 Calculates the max turn angle based on current speed
 that won't flip the vehicle
 currently does nothing
*/
F32 AIWheeledVehicleBrain::getMaxTurnAngle(F32 currentSpeed)
{
F32 maxTurnAngle = 50;
return maxTurnAngle;
}

/**
* Calculates the distance needed to slow down to a desired speed
*
*/
F32 AIWheeledVehicleBrain::getSlowDownDistance(F32 currentspeed,F32 desiredspeed)
{
if (currentspeed<=desiredspeed)
	return 0.0;

F32 distance = mvecStop[(int)currentspeed] - mvecStop[(int)desiredspeed];

return distance;
}

void AIWheeledVehicleBrain::setStartNode(int startnode)
{
mCurrentNode = startnode;
SetLastNode();
setMoveDestination(mPath[mCurrentNode].m_Point);
}

int AIWheeledVehicleBrain::CalcNextNode(int node)
{
int nextnode = node+1;
if (nextnode>mPath.size()-1)
	nextnode = 0;

return nextnode;
}

int AIWheeledVehicleBrain::CalcPrevNode(int node)
{
int prevnode = node-1;
if (prevnode<0)
	prevnode = mPath.size()-1;

return prevnode;
}

void AIWheeledVehicleBrain::SetLastNode()
{
mLastNode = CalcPrevNode(mCurrentNode);
}
F32 AIWheeledVehicleBrain::avoidCollisions()
{
disableCollision();
F32 thetaScale = 200.0f;
F32 safeDistance = (getVelocity() * thetaScale).magnitudeSafe();
F32 steering = 0.0;

Point3F start = getPosition();
Point3F feeler,temp;

F32 velocity = getVelocity().len() * thetaScale;

Point3F ForwardRot,LeftRot,RightRot;
getTransform().getColumn(0,&LeftRot);
getTransform().getColumn(1,&ForwardRot);
RightRot = -LeftRot;

   Point3F frontFeeler = (ForwardRot * velocity) + start;
frontFeeler.z = start.z;

Point3F leftFeeler = (LeftRot * velocity) + start;
   leftFeeler.z = start.z;

Point3F rightFeeler = (RightRot * velocity) + start;
   rightFeeler.z = start.z;

// Find closest intersection with wall (static shape) line if any
bool intersectionFound = false;
F32 closestDis;
RayInfo closestRay;
FeelerState closestFeelerState = Open;
U32 avoidanceMask = STATIC_COLLISION_MASK|DAMAGEABLE_MASK;
RayInfo rayInfo_1;
closestRay.distance = rayInfo_1.distance = (frontFeeler-start).len();

if (getContainer()->castRay( start, frontFeeler, avoidanceMask , &rayInfo_1 ))
{
	if (rayInfo_1.distance < closestRay.distance)
	{
		closestRay = rayInfo_1;
		intersectionFound = true;
		closestFeelerState = FrontFeeler;
	}
}
RayInfo rayInfo_2;
rayInfo_2.distance = (leftFeeler-start).len();
if (getContainer()->castRay( start, leftFeeler, avoidanceMask , &rayInfo_2 ))
{
	intersectionFound = true;
	if (rayInfo_2.distance < closestRay.distance)
	{
		closestRay = rayInfo_2;
		closestFeelerState = LeftFeeler;
	}		
}
RayInfo rayInfo_3;
rayInfo_3.distance = (rightFeeler-start).len();
if (getContainer()->castRay( start, rightFeeler, avoidanceMask , &rayInfo_3 ))
{
	intersectionFound = true;
	if (rayInfo_3.distance < closestRay.distance)
	{
		closestRay = rayInfo_3;
		closestFeelerState = RightFeeler;
	}		
}
if (!intersectionFound)
{
	mMoveSpeed = 1.0;
	steering = 0.0;
}
else
{
	switch (closestFeelerState){
		case FrontFeeler:
			mMoveSpeed -= 0.05f;
			if (mMoveSpeed<0.01f) mMoveSpeed = 0.01f;
		case LeftFeeler:
			if (closestRay.distance >0)
			{
				steering = mDataBlock->maxSteeringAngle / (closestRay.distance / safeDistance);
				mMoveSpeed -= 0.01f;
				if (mMoveSpeed<0.01) mMoveSpeed = 0.01f;
				break;
			}
		case RightFeeler:
			if (closestRay.distance >0)
			{
				steering = -mDataBlock->maxSteeringAngle / (closestRay.distance / safeDistance);
				mMoveSpeed -= 0.01f;
				if (mMoveSpeed<0.01f) mMoveSpeed = 0.01f;
				break;
			}
	}
}
enableCollision();
return steering;
}
void AIWheeledVehicleBrain::updateVehicleData()
{
  //Update vehicle data
  mVehiclePos = getPosition();
  mCurrentSpeed = fabs(getVelocity().len());

MatrixF mat = getTransform();

VectorF vehicledir;
vehicledir.set(0,1,0);
mat.mulV(vehicledir);
//ignore the z part because we can't fix that
vehicledir.z = 0;
vehicledir.normalize();

mVehicledir = vehicledir;

Point3F pt1 = mPath[mCurrentNode].m_Point;
Point3F pt2 = mPath[mLastNode].m_Point;

mbBetweenLines = false;
//Figure distance and intersection to racing line
mTargetNode = mCurrentNode;
bool b = true;
if (!DistancePointToLine(mVehiclePos,pt2,pt1,mDistance,mIntersection))
{
	//Try the next node
	mTargetNode = CalcNextNode(mCurrentNode);
	pt1 = mPath[mTargetNode].m_Point;
	pt2 = mPath[mCurrentNode].m_Point;
	if (DistancePointToLine(mVehiclePos,pt2,pt1,mDistance,mIntersection))
	{
		mLastNode = mCurrentNode;
		mCurrentNode = mTargetNode;
		mbBetweenLines = true;
	}
	else
	{
		//In between line segments
		Point3F inter = mPath[mTargetNode].m_Point;
		mDistance = getDistanceToNode(mTargetNode);
		mbBetweenLines = true;
	}
}

F32 distance = getDistanceToNode(mTargetNode);
//pretty basic right now. need to add better conditions to being 'stuck'
if (mCurrentSpeed < mStuckTolerance)
{
	mStuckCount++;
	if (mStuckCount>mMaxStuckCount)
	{
		mStuckCycles++;
		if (mStuckCycles>mMaxStuckCount)
		{
			mStuckCount = 0;
			mStuckCycles = 0;
			Con::executef(this, 1, "onStuck");
		}
	}
	else mMoveState = ModeMove;
	if (distance>mLostDistance)
	{
		mStuckCycles = 0;
		mStuckCount = 0;
		Con::executef(this, 1, "onLost");
	}
}
else mStuckCycles = mStuckCount = 0;
if (distance<mPrecision)
{
	//Use the next node
	mTargetNode = CalcNextNode(mCurrentNode);
	pt1 = mPath[mTargetNode].m_Point;
	pt2 = mPath[mCurrentNode].m_Point;
}

VectorF racelinedir;
racelinedir = pt1-pt2;
racelinedir.normalize();
mRacelinedir = racelinedir;
}

// Think - figure out speed(accelerate or apply brakes) and steer the vehicle
bool AIWheeledVehicleBrain::getAIMove(Move *movePtr)
{
   if (!mbInit)
	return false;

if (mDisableMove)
{
  mRigid.setAtRest();
  return true;
}

  *movePtr = NullMove;

  updateVehicleData();
Point3F pt1 = mPath[mCurrentNode].m_Point;
Point3F pt2 = mPath[mLastNode].m_Point;

// Orient towards our destination.
mMovecount++;
if (mMovecount > mAvoidanceTick)
{
	mMovecount = 1;
	movePtr->yaw = avoidCollisions();
	movePtr->y = mMoveSpeed;
}
else
{
	if (mMoveState == ModeMove || mMoveState == ModeReverse)
	{
		mTurnAngle = followRacingLine();
		movePtr->yaw = mTurnAngle;
	}
	// Move towards the destination
	if (mMoveState == ModeMove)
	{
		movePtr->y = mMoveSpeed;
		setMoveDestination(mPath[mCurrentNode].m_Point);
		//Do we need to slow down or speed up?
		F32 targetSpeed = mPath[mCurrentNode].m_desiredSpeed;
		if (mCurrentSpeed>targetSpeed * mSAI->mAgression)
		{
			F32 distance = getDistanceToNode(mCurrentNode);
			F32 slowdistance = getSlowDownDistance(mCurrentSpeed,mPath[mCurrentNode].m_desiredSpeed);
			if (distance<(slowdistance+STOPSAFETY))
			{
				movePtr->y = 0.0;
				movePtr->trigger[2] = true;
			}
			else
				if ((mPath[mCurrentNode].m_desiredSpeed>mCurrentSpeed)&&(mPath[mLastNode].m_desiredSpeed>mCurrentSpeed))
				{
					movePtr->y = 0.0;
					movePtr->trigger[2] = true;
				}
				else
				{
					if ((mPath[mCurrentNode].m_desiredSpeed<999)&&(mPath[mLastNode].m_desiredSpeed<999))
					{
						movePtr->y = mMoveSpeed;
					}
					else
					{
						movePtr->y = mMoveSpeed;
					}
				}
		}
		else
		{
			movePtr->y = mMoveSpeed;
		}
	}
	else if(mMoveState == ModeReverse)
	{
		movePtr->y = -1 * mMoveSpeed;
	}
	else if(mMoveState == ModeStop)
	{
		movePtr->y = 0;
	}
}
//Don't apply gas if vehicle is badly sliding
Point3F vel = getVelocity();
vel.z = 0;
vel.normalize();
F32 d = mDot(vel,mVehicledir);
bool bSlide = false;
if (mCurrentSpeed>400)
{
	if (d<0.95)
	{
		movePtr->y = 0;
		movePtr->trigger[2] = true;
	}
}
// Replicate the trigger state into the move so that
// triggers can be controlled from scripts.
for( int i = 0; i < MaxTriggerKeys; i++ )
	movePtr->trigger[i] = getImageTriggerState(i);
return true;
}

F32 AIWheeledVehicleBrain::getDistanceToNode(U32 node)
{
Point3F v = mVehiclePos-mPath[node].m_Point;
return v.len();
}
/**
* Utility function to throw callbacks. Callbacks always occure
* on the datablock class.
*
* @param name Name of script function to call
*/
void AIWheeledVehicleBrain::throwCallback( const char *name )
{
  Con::executef(getDataBlock(), 2, name, scriptThis());
}



//Perpendicular distance from point to line
//returns false if the point is not perpendicular to line
//Ignores the z value
bool DistancePointToLine( Point3F Point, Point3F LineStart, Point3F LineEnd, F32 &distance, Point3F &Intersection )
{
   F32 LineMag;
   F32 U;
//Ignore z value
Intersection.set(0,0,0);
Point.z = 0;
LineEnd.z = 0;
LineStart.z = 0;

Point3F l = LineEnd-LineStart;
LineMag = l.len();
if (LineMag!=0.0f)
{
	U = ( ( ( Point.x - LineStart.x ) * ( LineEnd.x - LineStart.x ) ) +
		( ( Point.y - LineStart.y ) * ( LineEnd.y - LineStart.y ) ))/
		( LineMag * LineMag );
}
   if( U < 0.0f || U > 1.0f )
       return false;   // closest point does not fall within the line segment

   Intersection.x = LineStart.x + U * ( LineEnd.x - LineStart.x );
   Intersection.y = LineStart.y + U * ( LineEnd.y - LineStart.y );

Point3F l2 = Point - Intersection;
   distance = l2.len();

return true;
}
// --------------------------------------------------------------------------------------------
// Console Functions
// --------------------------------------------------------------------------------------------

ConsoleMethod( AIWheeledVehicleBrain, init, void, 2, 2, "()"
             "Initialize AI for vehicle")
{
object->InitAI();
}


ConsoleMethod( AIWheeledVehicleBrain, setStartNode, void, 3, 3, "( int startnode )"
             "Sets the move speed for an AI object.")
{
  object->setStartNode( dAtoi( argv[2] ) );
}

ConsoleMethod( AIWheeledVehicleBrain, setMoveTolerance, void, 3, 3, "(float speed)" "Sets the movetolerance")
{
object->setMoveTolerance(dAtof(argv[2]));
}

ConsoleMethod( AIWheeledVehicleBrain, addPathPoint, void, 4, 4, "(Point3F goal)(float speed)"
             "Add a point to the vehicle travel path")
{
float speed = 0;
  Point3F v( 0.0f, 0.0f, 0.0f );
  dSscanf( argv[2], "%f %f %f", &v.x, &v.y, &v.z );
  dSscanf( argv[3], "%f", &speed );
  object->addPathPoint( v, speed );
}

ConsoleMethod( AIWheeledVehicleBrain, getMoveDestination, const char *, 2, 2, "()"
             "Returns the point the AI is set to move to.")
{
  Point3F movePoint = object->getMoveDestination();

  char *returnBuffer = Con::getReturnBuffer( 256 );
  dSprintf( returnBuffer, 256, "%f %f %f", movePoint.x, movePoint.y, movePoint.z );

  return returnBuffer;
}

//==============================================================================================
bool AIWheeledVehicleBrain::setSAI(SAI* dptr)
{
  if (isGhost() || isProperlyAdded()) {
     if (mSAI != dptr)
        return onNewSAI(dptr);
  }
  else
     mSAI = dptr;
  return true;
}

bool AIWheeledVehicleBrain::onNewSAI(SAI* dptr)
{
  mSAI = dptr;

  if (!mSAI)
     return false;

  setMaskBits(DataBlockMask);
  return true;
}
//----------------------------------------------------------------------------
ConsoleMethod( AIWheeledVehicleBrain, getSAI, S32, 2, 2, "()"
             "Return the SAI this AIWheeledVehicleBrain is using.")
{
  return object->getSAI()? object->getSAI()->getId(): 0;
}

//----------------------------------------------------------------------------
ConsoleMethod(AIWheeledVehicleBrain, setSAI, bool, 3, 3, "(SAI db)"
             "Assign this AIWheeledVehicleBrain to use the specified SAI.")
{
  SAI* data;
  if (Sim::findObject(argv[2],data)) {
     return object->setSAI(data);
  }
  Con::errorf("Could not find SAI Template \"%s\"!",argv[2]);
  return false;
}

 

Not working on a racing game this time around, so hope it helps.

Edited by Azaezel
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