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| Separate weapon and pathfinding; solid or not, some suggestions | |
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| Tweet Topic Started: May 18 2007, 09:38 PM (274 Views) | |
| The eleventh plague of Egypt | May 18 2007, 09:38 PM Post #1 |
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Forum Leader
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I love AIs, but developing them is like a war
I have a great pathfinding code, but it's mined at his basis I have made every character object brings its own gun object The basic pathfinding code is mp_potential_step (x,y,speed,checkall) SO setting characters and guns as non-solid 1) if I set checkall to 1 the character tries to avoid his own gun 2) if I set checkall to 0 characters go one on the other A solution would be setting characters as solid and guns as non solid...but the Game Maker manual says not to set moving objects as solid...but it works anyway What would you do ? Should I ignore the manual ? Remember each gun is close to his carrier. |
| Enigma R4 beta released. | |
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| skarik | May 19 2007, 04:41 AM Post #2 |
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kitten eating scum
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There goes my whole RTS pathfinding then. Yeah, I would do the "AI" the same way. If not, I would put 'nodes' all over my level, where the "AI" could navigate to and from, calculating enemies by finding the shortest node path. |
| Blog|EHS | |
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| The eleventh plague of Egypt | May 19 2007, 01:09 PM Post #3 |
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Forum Leader
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This is only a function used by my AI: I'm trying to solve the collision problem, nothing more and nothing less...no generic suggestions, please So would you ignore the manual ? I'm probably taking this way
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| Enigma R4 beta released. | |
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| Hedgehog | May 19 2007, 06:25 PM Post #4 |
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Advanced Member
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ignore the manual, you wont get any fatal errors
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2:31 AM Jul 11