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Re: PathFinding AI

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somethingoranother is not online. somethingoranother
Joined: 30 Aug 2008
Total Posts: 5022
23 Jul 2011 12:50 PM
At first I thought PathFinding AIs had something to do with the torso's LookVector. But now I realize that's most likely wrong.

I'm guessing theres some sort of calculation that must be done to find all objects in between its starting point and its goal.

I'm not asking for the actual pathfinding script, I'm simply asking for a hint at what this calculation might be, perhaps I vital function it requires or something like that.

Thanks!
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RATEXmegaGAMER is not online. RATEXmegaGAMER
Joined: 10 Dec 2010
Total Posts: 4046
23 Jul 2011 12:51 PM
I think it would use Region3.
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SDuke524 is not online. SDuke524
Joined: 29 Jul 2008
Total Posts: 6267
23 Jul 2011 12:53 PM
Look up A* and also here's my version on roblox http://www.roblox.com/A-polygonal-pathfinder-item?id=51520969 it's not my best.
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RATEXmegaGAMER is not online. RATEXmegaGAMER
Joined: 10 Dec 2010
Total Posts: 4046
23 Jul 2011 12:54 PM
I'll study that after >:3
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1Ra is not online. 1Ra
Joined: 02 May 2010
Total Posts: 2400
23 Jul 2011 12:56 PM
pathfinding for zombies either uses a system of spots that the zombie judges if the path is closer to him then his target, or a system of named bricks like SDuke, to see zombie AI look at ember1465's system
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SDuke524 is not online. SDuke524
Joined: 29 Jul 2008
Total Posts: 6267
23 Jul 2011 12:58 PM
"a system of named bricks like SDuke"

wah? Mine just looks at all the parts in its area and finds the closest path to the finish based on points made in the empty space between the bricks.
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somethingoranother is not online. somethingoranother
Joined: 30 Aug 2008
Total Posts: 5022
23 Jul 2011 12:59 PM
I just got an idea.

What if there was a region3 right in front of the brick, and every few seconds it checked for parts inside the region.
If the parts were there, it would turn until they no longer were there, and then continue on its merry way.

Con: Might turn the wrong way.
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SDuke524 is not online. SDuke524
Joined: 29 Jul 2008
Total Posts: 6267
23 Jul 2011 01:01 PM
That's what I had suggested to you in your other thread, however if you look at my script you can see that it's most likely easier to have the centerpoint be where the AI is. Mine is a 2D pathfinder though, so don't expect it to find its ways up ramps and ladders.
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somethingoranother is not online. somethingoranother
Joined: 30 Aug 2008
Total Posts: 5022
23 Jul 2011 01:05 PM
Alright. One last thing.

What would you use to move the AI itself? I imagine a bodyPosition would be a bad idea. But CFrame movements might interfere if it was a zombie.
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RATEXmegaGAMER is not online. RATEXmegaGAMER
Joined: 10 Dec 2010
Total Posts: 4046
23 Jul 2011 01:08 PM
If it's a humanoid maybe WalkToPoint?
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somethingoranother is not online. somethingoranother
Joined: 30 Aug 2008
Total Posts: 5022
23 Jul 2011 01:09 PM
I don't like working with Humanoids.
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