Multiple Path Woes

Non-platform specific questions.

Multiple Path Woes

Postby Signato » Tue Sep 06, 2011 3:22 am

I've been trying to create a map with Multiple locations so ai will travel to and from these locations randomly by building walls and using the Move_To/Avoid function.

My issue is that it works great from some locations on the map and fails miserably from others resulting in the ai stopping at another location which is nowhere near the target.

I was also wondering if anyone has tried to write a Move_To script that will keep an actor on the pixels of the path instead of avoiding them, same as avoid but reversed.

P.S. Before anyone mentions using paths I've calculated that I would need upwards of 2000 paths to do the same. :(
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Re: Multiple Path Woes

Postby skydereign » Tue Sep 06, 2011 4:23 am

Yeah... paths are not the way to go (in almost all cases). There is a stickto function written by feral that you could alter a bit to keep an actor on a pixel path, but it hasn't been done on the forums. I originally tried using MoveTo and the avoid setting for apalia, but due to lag issues had to remove it. What I did was create nodes (clones) that the enemies would follow. I didn't add any path recognition to them, but you could set up a graph to do that.
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