|
| 08 Mar 2017 12:24 AM |
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) |
|
|
| Report Abuse |
|
|
|
| 08 Mar 2017 12:34 AM |
Support. That would be extremely helpful for my future games.
#code -- This is a comment in Lua -- |
|
|
| Report Abuse |
|
|
| |
|
| |
|
Boojie
|
  |
| Joined: 12 Sep 2009 |
| Total Posts: 503 |
|
| |
|
|
| 09 Mar 2017 12:26 AM |
| 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! |
|
|
| Report Abuse |
|
|
| |
|
|
| 09 Mar 2017 07:45 AM |
| Oh bum(p)mer,nobody is replying ;-; |
|
|
| Report Abuse |
|
|
|
| 10 Mar 2017 04:58 AM |
| Bump of an non identified number |
|
|
| Report Abuse |
|
|
| |
|
| |
|
| |
|
|
| 11 Mar 2017 02:13 AM |
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 ! |
|
|
| Report Abuse |
|
|
|
| 11 Mar 2017 06:44 AM |
| @RubyEpicFox There is a little hacky bypass though. Make the door really thin so that the Pathfinding algorithm would just straightaway ignore it. |
|
|
| Report Abuse |
|
|
|
| 11 Mar 2017 06:45 AM |
bumping it over and over again makes you look pathetic.
Color splash! |
|
|
| Report Abuse |
|
|
|
| 11 Mar 2017 07:28 AM |
They really need to remake the pathfinding system. Support
http://www.roblox.com/games/289680370/Noobs-vs-Guests-Pre-Alpha <- Noobs Vs. Guest |
|
|
| Report Abuse |
|
|
|
| 11 Mar 2017 06:30 PM |
| @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. |
|
|
| Report Abuse |
|
|
|
| 12 Mar 2017 01:51 AM |
This really needs more support! But what if the ignore list is nol or does not exist? |
|
|
| Report Abuse |
|
|
|
| 12 Mar 2017 01:54 AM |
| Supported, this function would be very useful but there are difficult ways to do it. |
|
|
| Report Abuse |
|
|
|
| 12 Mar 2017 03:03 AM |
| @nooneisback how thin do I have to. Are the door? |
|
|
| Report Abuse |
|
|
|
| 12 Mar 2017 05:46 AM |
| 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. |
|
|
| Report Abuse |
|
|
|
| 12 Mar 2017 06:05 AM |
does the pathfinding service ignore uncollideable parts? Not after update but just now, does it ignore uncollideable parts? |
|
|
| Report Abuse |
|
|
| |
|
| |
|
| |
|