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I am currently working on an RTS-RTT hybrid and I am forced to implement a slow A* algorithm with bruteforce because it is impossible to limit land vehicles to land only, while there will also be hovercrafts that can move over both land and water.
The function would look like this: :ComputeRawPathAsync(start,finish,maxdist,ignorelist) |
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Support. That would be extremely helpful for my future games.
#code -- This is a comment in Lua -- |
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BoojieJoin Date: 2009-09-12 Post Count: 505 |
Support. |
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I knew that this wouldn't have a lot of supporters because scripting is an extraterrestrial topic to many, but still not gonna stop Bumpin! |
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Oh bum(p)mer,nobody is replying ;-; |
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Bump of an non identified number |
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Support, this could be usefull for when your npc has to open a door for example.
Instead of a error because of a closed door it will just ignore the door and when for example a arm touches the door the door will open.
S U P P O R T ! |
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@RubyEpicFox There is a little hacky bypass though. Make the door really thin so that the Pathfinding algorithm would just straightaway ignore it. |
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bumping it over and over again makes you look pathetic.
Color splash! |
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They really need to remake the pathfinding system. Support
http://www.roblox.com/games/289680370/Noobs-vs-Guests-Pre-Alpha <- Noobs Vs. Guest |
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@Stinkey If I don't bump the thread gets forgotten, if I do I'll look pathetic. I have no dignity or reputation to keep so I'll choose the second choice. |
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This really needs more support!
But what if the ignore list is nol or does not exist? |
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Supported, this function would be very useful but there are difficult ways to do it. |
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@nooneisback how thin do I have to. Are the door? |
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Frankly I have no clue. You can decrease the door in size altogether (make 2 parts, the door model that can't collide and a part which is smaller than 4 studs in all directions), or you can increase the voxel size, but then the function will ignore more smaller parts. |
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does the pathfinding service ignore uncollideable parts?
Not after update but just now, does it ignore uncollideable parts? |
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