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Re: Pathfinding not working.

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matt1020304050 is not online. matt1020304050
Joined: 24 May 2008
Total Posts: 4475
23 Feb 2015 12:20 AM
I've been working with a pathdfinding system. And I'm not sure, but from what I remember my system was working fine a few months ago. It basically uses the pathfinding to get a humanoid to move to the closest humanoid in the workspace. But somewhat recently I noticed the system doesn't work very well. The humanoid would get stuck on walls and not navigate around them. So I went into testing and I found that, pathfinding only works if a bricks depth is more than 1 stud. Otherwise it almost doesn't register the wall as being there. Is there a reason for this?
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ThaneDev is not online. ThaneDev
Joined: 08 Apr 2009
Total Posts: 1600
23 Feb 2015 12:37 AM
Yes, it's because it checks for the path to have a clear area of 4x4x4 block to walk through it, if you create using the Roblox terrain, it'll work perfectly.
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matt1020304050 is not online. matt1020304050
Joined: 24 May 2008
Total Posts: 4475
23 Feb 2015 01:11 AM
I can't use ROBLOX terrain. I have buildings that are less than those dimensions. Is there no way to fix this?

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ThaneDev is not online. ThaneDev
Joined: 08 Apr 2009
Total Posts: 1600
23 Feb 2015 01:14 AM
You can measure the places you want them to walk using roblox terrain.
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ThaneDev is not online. ThaneDev
Joined: 08 Apr 2009
Total Posts: 1600
23 Feb 2015 01:16 AM
Them remove the terrain.
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matt1020304050 is not online. matt1020304050
Joined: 24 May 2008
Total Posts: 4475
23 Feb 2015 01:56 AM
What do you mean measure the places I need them to walk?
They follow a humanoid. And are supposed to walk around bricks that get in there way to get to that humanoid.
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seanb117 is not online. seanb117
Joined: 03 Feb 2010
Total Posts: 1020
23 Feb 2015 05:25 AM
According to http://wiki.roblox.com/index.php?title=Pathfinding , there is a way you can fix this. You can....
1. Make the parts thicker.
2. Lower the "EmptyCutoff" value of the PathfindingService.
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doomcrow5 is not online. doomcrow5
Joined: 27 Apr 2008
Total Posts: 31
23 Feb 2015 09:16 AM
Just lower the EmptyCutOff

EmptyCutoff
Value Type: float
Description: When the PathfindingService computes a path it uses the voxel representation of the world. A voxel is one cube in a grid overlayed on the world. In this case the voxels being used are 4x4x4. This property sets the percent of a voxel has to be occupied to be considered empty. Defaults to 0.16.

Set it to around .01

Might be too little but at least try that.
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matt1020304050 is not online. matt1020304050
Joined: 24 May 2008
Total Posts: 4475
23 Feb 2015 06:04 PM
How do I lower the emptycutoff?
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matt1020304050 is not online. matt1020304050
Joined: 24 May 2008
Total Posts: 4475
23 Feb 2015 10:03 PM
?
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matt1020304050 is not online. matt1020304050
Joined: 24 May 2008
Total Posts: 4475
24 Feb 2015 08:45 AM
help please.
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matt1020304050 is not online. matt1020304050
Joined: 24 May 2008
Total Posts: 4475
24 Feb 2015 02:27 PM
anybody?
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Rocky28447 is not online. Rocky28447
Joined: 11 Dec 2009
Total Posts: 2912
24 Feb 2015 02:30 PM
game:GetService("PathfindingService").EmptyCutoff = 0.01

or whatever you want it at
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BJCarpenter is not online. BJCarpenter
Joined: 04 Nov 2008
Total Posts: 4416
24 Feb 2015 03:00 PM
You are still going to have thicken your walls, if they r very thin, and line-up all the edges of walls with the 4x4 grid: The easiest way to do this is to build with Terrai first; then replace all of the Terrain with parts, without "Coloring-outside-of-the-lines".

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BJCarpenter is not online. BJCarpenter
Joined: 04 Nov 2008
Total Posts: 4416
24 Feb 2015 03:08 PM
Also u should make the shoulders of the AI non-colidable, but REALLY you should check the Error Status of you PathFind call, and do something else if in Error, as well as have a dead-mans cluch in the code to abandon the Path-Follw, if he is ever hung-up somewhere,
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matt1020304050 is not online. matt1020304050
Joined: 24 May 2008
Total Posts: 4475
24 Feb 2015 04:08 PM
Bj I really don't understand why I should use terrain for this? I don't use it, but doesn't it have to be generated? And what if the map is higher then the max terrain x/y/z levels?
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ThaneDev is not online. ThaneDev
Joined: 08 Apr 2009
Total Posts: 1600
24 Feb 2015 06:12 PM
You have to use terrain to measure the spaces it walks because it measures gaps in Voxels (4x4x4) blocks. And terrain cells are that size and in the correct positions. You can place terrain by clicking on Terrain > Builder.
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matt1020304050 is not online. matt1020304050
Joined: 24 May 2008
Total Posts: 4475
24 Feb 2015 06:20 PM
I still don't understand?

Why would I place down terrain. I don't want terrain in the map. I'm using parts. Measure what, the humanoid finds the nearest torso. It's going to be walking wherever it's placed to the torso.
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ThaneDev is not online. ThaneDev
Joined: 08 Apr 2009
Total Posts: 1600
24 Feb 2015 06:29 PM
The humanoid will search 4x4x4 areas to check if their clear to walk through that area, terrain is 4x4x4, place terrain to measure the clear areas and then delete the terrain.
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matt1020304050 is not online. matt1020304050
Joined: 24 May 2008
Total Posts: 4475
24 Feb 2015 08:08 PM
Why measure it?

I really don't get why I place terrain and then delete it?

I can't even explain my self I don't get why I need to put terrain down. Either way I got the system to work.
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