This article is largely obsolete and is only applicable for CRYENGINE 3.4 or earlier. For CRYENGINE 3.5 and later, see the Basic Navigation tutorial.
This tutorial describes how to make an AI character walk to a specific point in a level by setting up a simple Flow Graph.
After you are finished, the flow graph should look like this:
The AI will walk to the TagPoint automatically when the user begins the level.
It is important to remember, that if the AI can see the player, it will cause the AI to break all Flow Graph actions and enter combat mode, or take defensive action if it does not have a weapon assigned to it.
For testing purposes, type in ai_IgnorePlayer 1 in the console to avoid this if it's an issue.
As an alternative, you can press the Play button at the top of the Flow Graph window or the AI/Physics button at the bottom of the Sandbox Editor's main window in order to test the Flow Graph setup.
For debugging purposes, turn on AI_DebugDraw 79 to see information about the AI's actions.
If the AI has trouble navigating obstacles in the level, try adding a ForbiddenArea around the obstacle.
Note that if your level is very large, this can take a long time, and it is best to first place all of your FobiddenAreas and then only Generate all navigation once.
Now, select AI/Physics to test the AI's navigation around the forbidden area.