Speed > Safety
Is there a consistent strategy for getting to boy AI to go across the pit for Blimp Skip. I don't mean "just move up there and wait, it'll work eventually." I mean a solid, 100% strategy, that ALWAYS works. The reason I ask is because it seems as if the boy must attack before the AI will generate a path over the pit, and that makes no damn sense.
edit: Results so far...
So out of everything I've been trying, I think I've found the "fastest" route available with my current route's RNG. I couldn't find a quicker result within about 172 frames of this one so I guess that's pretty good considering it's almost instantaneous and only has a few frames of intervention on the AI. It's also a "bad" location for the auto-AI walk to get to, but considering moving to the right gives me no crossing auto-AI, I ended up just eating the frame loss on the bad section and making it work... 5 frame loss, RIP dear friends, you will be missed.
Anyways, the way I've found that seems to be most consistent out of all of them is simply running the dog to the pit, swapping to boy and attacking near an enemy, then swapping back to dog before the animation finishes. If there's an enemy on screen this seems to trigger to the AI that the boy has attacked that enemy (within a certain range, obviously) and thus enables the auto-walking AI to cross the pit. Doing this against the wall on the left increases the chances the AI will walk up because it knows it can't progress left, up+left. I think this is the best place to attempt crossing. A note though, if the boy walks straight upwards, you have to let the camera scroll up a slight bit (5 frames...) before you can diagonally run to the up+right and cross the pit w/o falling in it. This logic works anywhere else on the map.
Other strategies and what I learned from testing them:
-Just swapping back and forth near an enemy
This doesn't really work out too well unless you trigger an attack as mentioned above. The reason is that the boy's AI is still set to "aggressive" and that flag is telling the boy to proceed away from the pit and attack the next enemy. Once the attack is done, the boy's flag is set to "retreat" and as such, can walk across the pit afterwards.
-Just letting it happen eventually (luck based)
While this is somewhat true that it could just "happen" randomly, it still follows rules with AI flags under the aggression setting. If there's anything around you'll get one of two flags, the flag to attack the enemy nearest to you or the flag to stand still until another roll of the AI comes around. This method is vastly inferior to the above 2, and if you're using it, I highly recommend you chance to at least the 2nd one. It should be quite a fair amount quicker and possibly even less stressful.
So to recap:
Get early dog
move to pit with dog
control boy and sniff dog
go attack near an enemy to set the "retreat" flag for the AI
swap back to dog to set the "return to player" flag for the AI
now hope the boy walks in a promising direction
To my knowledge there's no real-time method to influence the direction the boy runs in. So this would imply the trick will never be 100% consistent in terms of a certain time frame, but that as time passes under the same circumstances, it will be. Which for us means it's a luck-based reset fest if it fails, awesome!
edit: Results so far...
So out of everything I've been trying, I think I've found the "fastest" route available with my current route's RNG. I couldn't find a quicker result within about 172 frames of this one so I guess that's pretty good considering it's almost instantaneous and only has a few frames of intervention on the AI. It's also a "bad" location for the auto-AI walk to get to, but considering moving to the right gives me no crossing auto-AI, I ended up just eating the frame loss on the bad section and making it work... 5 frame loss, RIP dear friends, you will be missed.
Anyways, the way I've found that seems to be most consistent out of all of them is simply running the dog to the pit, swapping to boy and attacking near an enemy, then swapping back to dog before the animation finishes. If there's an enemy on screen this seems to trigger to the AI that the boy has attacked that enemy (within a certain range, obviously) and thus enables the auto-walking AI to cross the pit. Doing this against the wall on the left increases the chances the AI will walk up because it knows it can't progress left, up+left. I think this is the best place to attempt crossing. A note though, if the boy walks straight upwards, you have to let the camera scroll up a slight bit (5 frames...) before you can diagonally run to the up+right and cross the pit w/o falling in it. This logic works anywhere else on the map.
Other strategies and what I learned from testing them:
-Just swapping back and forth near an enemy
This doesn't really work out too well unless you trigger an attack as mentioned above. The reason is that the boy's AI is still set to "aggressive" and that flag is telling the boy to proceed away from the pit and attack the next enemy. Once the attack is done, the boy's flag is set to "retreat" and as such, can walk across the pit afterwards.
-Just letting it happen eventually (luck based)
While this is somewhat true that it could just "happen" randomly, it still follows rules with AI flags under the aggression setting. If there's anything around you'll get one of two flags, the flag to attack the enemy nearest to you or the flag to stand still until another roll of the AI comes around. This method is vastly inferior to the above 2, and if you're using it, I highly recommend you chance to at least the 2nd one. It should be quite a fair amount quicker and possibly even less stressful.
So to recap:
Get early dog
move to pit with dog
control boy and sniff dog
go attack near an enemy to set the "retreat" flag for the AI
swap back to dog to set the "return to player" flag for the AI
now hope the boy walks in a promising direction
To my knowledge there's no real-time method to influence the direction the boy runs in. So this would imply the trick will never be 100% consistent in terms of a certain time frame, but that as time passes under the same circumstances, it will be. Which for us means it's a luck-based reset fest if it fails, awesome!