m27frogy
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| Joined: 26 Mar 2009 |
| Total Posts: 4427 |
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| 07 Aug 2014 11:09 AM |
Let me build a scenario, I have a robot who is chasing the player. If the robot reaches the character, the player loses. You've used the PathfindingService to constantly send movement instructions to the robot trying to move it to the player's torso.
What happens if the character tries to escape the robot: Elimination. What happens if the character stays still: Path returns an bad status.
Why would it error you might ask? Because the pathfinding service is asked to find a path to a position which is currently inside a block. If the player stands still, the status returned by the Async call will be Enum.PathStatus.FailFinishNotEmpty.
Now, I realize that if you simply followed the path anyway after the FailFinishNotEmpty status you would still reach the character. But, think about it. That fixes one issue just to make the NPC vulnerable to another. What if the player actually WAS in occupied space? I.e, anchored inside a block. The robot would plaster his face against the brick trying to get to the player constantly, possibly ignoring other available targets.
Proposal:
Add an optional 4th argument to the ComputeRawPathAsync function which would expect a table of Instances whose descendants would be treated as empty space in the A* voxel algorithm.
I realize that this could be difficult to implement. However, this feature was introduced to make smart AIs possible and without an ignore table this is restrictive.
Thank you very much!
<---- silent chicken, sweg |
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m27frogy
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| Joined: 26 Mar 2009 |
| Total Posts: 4427 |
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| 07 Aug 2014 11:11 AM |
<---- silent chicken, sweg |
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m27frogy
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| Joined: 26 Mar 2009 |
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| 07 Aug 2014 11:25 AM |
a
<---- silent chicken, sweg |
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lordsheen
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| Joined: 24 Oct 2008 |
| Total Posts: 608 |
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| 07 Aug 2014 11:25 AM |
Um. What pathfinder script are you talking about? o_O
~~hi im a oder my name is lordsheen idk what oder means btw~~ |
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m27frogy
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| Joined: 26 Mar 2009 |
| Total Posts: 4427 |
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| 07 Aug 2014 11:28 AM |
ROBLOX announced a PathfindingService earlier this week to simplify pathfinding. It can be accessed using game:GetService("PathfindingService"):ComputeRawPathAsync(start,finish,maxDistance)
<---- silent chicken, sweg |
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Stonixx
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| Joined: 05 Jun 2010 |
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m27frogy
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| Joined: 26 Mar 2009 |
| Total Posts: 4427 |
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| 07 Aug 2014 11:36 AM |
Spread this.
<---- silent chicken, sweg |
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m27frogy
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| Joined: 26 Mar 2009 |
| Total Posts: 4427 |
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| 07 Aug 2014 12:02 PM |
Bump.
<---- silent chicken, sweg |
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m27frogy
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| Joined: 26 Mar 2009 |
| Total Posts: 4427 |
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| 07 Aug 2014 05:08 PM |
Bumpy.
<---- silent chicken, sweg |
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