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ez_path -- for alpha testing! Simple Pathfinding.
#44581
04/19/05 00:46
04/19/05 00:46
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Joined: Mar 2002
Posts: 580 San Francisco
clone45
OP
User
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OP
User
Joined: Mar 2002
Posts: 580
San Francisco
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 Hello everyone! Introducing "ez_path" -- node based pathfinding made easy!! I just finished up the coding and documentation for version .00001. I would love it if people would download it and try it out! Tell me what you think!! Enjoy!! www.gamebeep.com/freebies/ez_path_src.zipFeatures: * No need to configure the nodes. They link themselves! * Initial Documentation included. * Super simple to integrate. Here's sample code for walking the nodes: Code:
while(1) { pf_to_ent(my, dst_ent); // pathfind to target entity... my.pan = my._PF_PAN_TO_TARGET; move_mode = IGNORE_YOU + IGNORE_PASSABLE + GLIDE; ent_move(vector(time * 4,0,0), nullvector);
wait(1); }
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Re: ez_path -- for alpha testing! Simple Pathfind
[Re: Nadester]
#44584
04/19/05 09:35
04/19/05 09:35
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Joined: Mar 2004
Posts: 1,201 Switzerland, Baselland
Bird
Senior Developer
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Senior Developer
Joined: Mar 2004
Posts: 1,201
Switzerland, Baselland
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Yeeeah!! this is what i ever needed!!  thanks alot!!! (gonna test it out today in the afternoon) Edit: IMO it would be better when you return the position of the next node, insted of setting the pan/tilt/roll values of the entity 
Last edited by Bird; 04/19/05 09:56.
- A6pro 6.40.5
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Re: ez_path -- for alpha testing! Simple Pathfind
[Re: mk_1]
#44586
04/19/05 15:32
04/19/05 15:32
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Joined: Mar 2004
Posts: 1,201 Switzerland, Baselland
Bird
Senior Developer
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Senior Developer
Joined: Mar 2004
Posts: 1,201
Switzerland, Baselland
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yeah, but that's what you did, and you are mk1! that's not fair 
- A6pro 6.40.5
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