opplo
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| Joined: 09 Dec 2008 |
| Total Posts: 5320 |
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| 15 Aug 2014 10:37 AM |
So before yesterday this line was working. Today it's not triggering therefor meaning that the path is less than 2. I'm confused :/
Path = game:GetService("PathfindingService"):ComputeRawPathAsync(script.Parent.Engine.Position, game.Workspace.Car.Union.Position, 512) Path2 = Path:GetPointCoordinates() if #Path2 > 2 then print"yup" else print"nah" end |
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opplo
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| Joined: 09 Dec 2008 |
| Total Posts: 5320 |
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| 15 Aug 2014 10:42 AM |
Apparently the contains 0 cords. O.k.. Seriously, can I go 1 day where I don't have to backtrack through my game fixing something that roblox has brung upon itself.
Yesterday I spent the whole day attempting to fix my game because body objects run at 30FPS less than server and now today I'm going to trying to fix some shoddy pathfinding update. I'm on my last leg. Rant over. |
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opplo
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| Joined: 09 Dec 2008 |
| Total Posts: 5320 |
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| 15 Aug 2014 10:58 AM |
| Certain positions it will happily find a path, but then if i move it slightly sometimes it won't find a path at all. Although clearly there's nothing blocking its path -_- |
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opplo
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| Joined: 09 Dec 2008 |
| Total Posts: 5320 |
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| 15 Aug 2014 11:05 AM |
| Never mind, the Union must of been effecting it somehow.. |
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opplo
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| Joined: 09 Dec 2008 |
| Total Posts: 5320 |
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| 15 Aug 2014 11:13 AM |
| Nope it's broke again. Seriously what's happened. |
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Waffloid
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| Joined: 14 Jul 2011 |
| Total Posts: 1606 |
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| 15 Aug 2014 11:36 AM |
*Facepalm*
~Swagilitious and not Nutricious~ |
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opplo
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| Joined: 09 Dec 2008 |
| Total Posts: 5320 |
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| 15 Aug 2014 11:43 AM |
| I don't see any reason for you to be face palming over me. There's no reason for it to be working perfectly one day and then not on the other because it's not creating any path. |
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| 15 Aug 2014 11:43 AM |
No, at first glance everything looks the same do far.
One thing, u r not handling any errors which Path throws at you (in which case yes the path will be empty).
So here is an error handler, but u will have to come-up with your own, 'cause this one is for a Humanoid:
function ReturnPath(start, finish, MaxDist)
local path = pathfinding:ComputeRawPathAsync(start, finish, MaxDist) print (path.Status)
if path.Status == Enum.PathStatus.FailFinishNotEmpty then local dist = (finish - start).magnitude while dist > 8 and path.Status == Enum.PathStatus.FailFinishNotEmpty do wait() finish = start + (finish - start)/1.5 path = pathfinding:ComputeRawPathAsync(start, finish, MaxDist) dist = (finish - start).magnitude
end -- room to manuveur? Bot.ShowPath (start, finish) end -- finish error if path.Status == Enum.PathStatus.FailStartNotEmpty or path.Status == Enum.PathStatus.ClosestNoPath then wait() start = start + Vector3.new(0,0,4) path = pathfinding:ComputeRawPathAsync(start, finish, MaxDist)
if path.Status == Enum.PathStatus.FailStartNotEmpty or path.Status == Enum.PathStatus.ClosestNoPath then start = start + Vector3.new(4,0,-4) path = pathfinding:ComputeRawPathAsync(start, finish, MaxDist) end if path.Status == Enum.PathStatus.FailStartNotEmpty or path.Status == Enum.PathStatus.ClosestNoPath then start = start + Vector3.new(-4,0,-4) path = pathfinding:ComputeRawPathAsync(start, finish, MaxDist) end if path.Status == Enum.PathStatus.FailStartNotEmpty or path.Status == Enum.PathStatus.ClosestNoPath then start = start + Vector3.new(-4,0,-4) path = pathfinding:ComputeRawPathAsync(start, finish, MaxDist) end Hum:MoveTo(start) wait() end -- start error? print("Returned: ", path.Status) return path end--Return Path
Also, while developing u should be drawing-out these paths so u can see them, and printing errors, so that u can see what your code is doing....
GL
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opplo
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| Joined: 09 Dec 2008 |
| Total Posts: 5320 |
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| 15 Aug 2014 11:49 AM |
I don't seem to be explaining this very well sorry.
I have 2 cars. 1 car is following the other using pathfinding. They are out in the open, there's no bricks in between them. Sometimes the service will return the path length like 20 for example and sometimes it will return the path length as being 0 even when there is considerable distance between the 2 vehicles and nothing but an empty baseplate.
It was not doing this 2 days ago. I've gone back to an old save from 2 days ago and it isn't working. Nothing has changed. |
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Vescatur
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| Joined: 18 Feb 2012 |
| Total Posts: 3426 |
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| 15 Aug 2014 11:52 AM |
I've heard from multiple people that ROBLOX broke/changed the pathfinding service.
Not sure how to fix it, or when ROBLOX will fix it, just stating what I've heard. |
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opplo
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| Joined: 09 Dec 2008 |
| Total Posts: 5320 |
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| 15 Aug 2014 11:54 AM |
| Have you heard this recently as in today and yesterday? |
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| 15 Aug 2014 12:00 PM |
I still don't see it....
I have been running:
http://www.roblox.com/Hike-Ball-place?id=151852987
(just an AI running thru a maze)
for the last 15 minutes. Hasn't hung yet... |
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Vescatur
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| Joined: 18 Feb 2012 |
| Total Posts: 3426 |
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| 15 Aug 2014 12:06 PM |
Recently as in today and yesterday.
My pathfinding still works though. |
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opplo
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| Joined: 09 Dec 2008 |
| Total Posts: 5320 |
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| 15 Aug 2014 12:06 PM |
Could you take a look here. It's arrow keys to control
http://www.roblox.com/Project-Testing-place?id=171852087
The NPC car stops when it can't find a path and starts when it can find one.
It will find a path then have about 20 failed attempts at finding a path then find one again. It's very weird and like I said it was working perfectly fine.
Brb out for 20 mins. |
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| 15 Aug 2014 12:08 PM |
*Side Note:
A better way to have one car follow another is to have the first car drop a "BreadCrumb" into a table and also update the previouse BreadCrumb with its current position, every 1/2 second or so.
Second car just follows the dots...
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opplo
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| Joined: 09 Dec 2008 |
| Total Posts: 5320 |
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| 15 Aug 2014 12:52 PM |
| But unless the NPC starts behind the other car it has to find the first breadcrumb. |
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opplo
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| Joined: 09 Dec 2008 |
| Total Posts: 5320 |
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| 15 Aug 2014 02:07 PM |
| If I make the part touch another part then for some reason the pathfinding service doesn't create a path. |
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opplo
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| Joined: 09 Dec 2008 |
| Total Posts: 5320 |
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| 15 Aug 2014 02:29 PM |
| It doesn't want to Path to a Union object. |
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