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Re: ez_path -- for alpha testing! Simple Pathfind [Re: Samb] #44621
04/25/05 17:58
04/25/05 17:58
Joined: Mar 2002
Posts: 580
San Francisco
clone45 Offline OP
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clone45  Offline OP
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Posts: 580
San Francisco

That's very strange. Could you download the .dll one last time? I added a version number to make sure we're running the same thing. This time, I packaged just the .dll up for you without all of the other clutter.

http://www.gamebeep.com/freebies/ez_path_update.zip

Run your game with the -diag flag and look in the log file. You should see a line that says:

-=-=- ez_path version 0.400000-=-=-

Also, look in your ez_path.wdl file. It should contain the line:
Code:

dllfunction pf_use_los(flag);



If it doesn't then you're using an outdated version.

Cool! Thanks for sticking in there!!
- Bret

Re: ez_path -- for alpha testing! Simple Pathfind [Re: clone45] #44622
04/25/05 18:35
04/25/05 18:35
Joined: Nov 2000
Posts: 1,534
hamburg
Samb Offline
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Samb  Offline
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Joined: Nov 2000
Posts: 1,534
hamburg
aaahhhh I had a old version in the plugin folder but the new one in the project folder
now It works and it's perfect

but... I need a new function for a pacman game
the searching guy can't turn around in a pac man game
is it possible to put it in the dll that he cant turn around?

Re: ez_path -- for alpha testing! Simple Pathfind [Re: Samb] #44623
04/25/05 19:51
04/25/05 19:51
Joined: Mar 2002
Posts: 580
San Francisco
clone45 Offline OP
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clone45  Offline OP
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Posts: 580
San Francisco

Yes! I can do that! I'll try to get it done tonight. I'll need to use one more of the entities skill slots to store the "previous node" to avoid backtracking. However, I'm 99% sure I can do it.

- Bret

Re: ez_path -- for alpha testing! Simple Pathfind [Re: clone45] #44624
04/25/05 23:02
04/25/05 23:02
Joined: Nov 2000
Posts: 1,534
hamburg
Samb Offline
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Samb  Offline
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Posts: 1,534
hamburg
ok
and what about a random way for the searching one?
and if he see the player he begin to follow him

think that would be good for ego shooters

Re: ez_path -- for alpha testing! Simple Pathfind [Re: Samb] #44625
04/26/05 19:53
04/26/05 19:53
Joined: Mar 2002
Posts: 580
San Francisco
clone45 Offline OP
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clone45  Offline OP
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San Francisco
Ok Samb! I've completed your requests. Here's the update for you.
For everyone else... I'll create a new complete download package soon.

http://www.gamebeep.com/freebies/ez_path_update.zip


Here's a summary of the changes:

1. I've added a .dll function called pf_set_backtracking(). Backtracking defaults to ON, but using this function, you can set it to OFF. For example:

pf_set_backtracking(off); // do not allow backtracking

2. I've created a new function called fp_get_random_node() which returns a random pathfinding node. An example to move an actor to a random node might look something like this:

Code:

// Fetch the entity * of a random node

dst_ent = pf_get_random_node();

// Calculate path to node

pf_to_ent(my, dst_ent);

// Face actor to the correct directon

my.pan = my._PF_PAN_TO_TARGET;

// Move actor

move_mode = IGNORE_YOU + IGNORE_PASSABLE + IGNORE_PUSH + ACTIVATE_TRIGGER + GLIDE;
ent_move(vector(time * 10,0,0), nullvector);



Don't forget that you can use my._PF_REACHED_TARGET to test to see if the target node has been reached. Also remember to test the return value of pf_to_ent. If it's 0, then there's no clear path to the target. (I skipped this step in my example.)

Cool beans! I hope this helps out!
- Bret

Re: ez_path -- for alpha testing! Simple Pathfind [Re: clone45] #44626
04/26/05 20:31
04/26/05 20:31
Joined: Mar 2005
Posts: 84
The Sacred Silence and Sleep
Spectre Offline
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Spectre  Offline
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Posts: 84
The Sacred Silence and Sleep
One word:

Brilliant.



Re: ez_path -- for alpha testing! Simple Pathfind [Re: Spectre] #44627
04/27/05 04:33
04/27/05 04:33
Joined: Mar 2002
Posts: 580
San Francisco
clone45 Offline OP
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clone45  Offline OP
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Posts: 580
San Francisco

For those who are interested, I fixed one last small bug and updated the entire package at:

http://www.gamebeep.com/freebies/ez_path_src.zip

This new package contains updated documentation, too.

Enjoy!
- Bret

Re: ez_path -- for alpha testing! Simple Pathfind [Re: clone45] #44628
04/28/05 21:19
04/28/05 21:19
Joined: Nov 2000
Posts: 1,534
hamburg
Samb Offline
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Samb  Offline
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Posts: 1,534
hamburg
I will testing it tommorow
today is guild wars day

Re: ez_path -- for alpha testing! Simple Pathfind [Re: Samb] #44629
04/28/05 23:41
04/28/05 23:41
Joined: Mar 2002
Posts: 580
San Francisco
clone45 Offline OP
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clone45  Offline OP
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Posts: 580
San Francisco


Oh... bad news indeed.

My main hard drive crashed yesterday. Luckly, I'm pretty careful about backing up my files. Most everything I have is on CD. Also, the drive is now in the hands of a data recovery expert, so if it's possible for me to retrieve my files, I will.

The source code for the pathfinding .dll was on the hard drive and wasn't backed up. If the data recovery guy fails to get any information, then sadly the pathfinding code might be lost. I'm optimistic that I'll get the files back.

In any case, it may be a few days before I'm back up and running. I'll need to buy a new drive, install windows, and basically get my environment back up and running. If you don't hear from me in a while, you'll know why!!

[By the way, this won't affect Game Beep, which is completely backed up and also mirrored on the server.]

Cheers!
- Bret

Re: ez_path -- for alpha testing! Simple Pathfind [Re: clone45] #44630
04/29/05 01:31
04/29/05 01:31
Joined: Nov 2000
Posts: 1,534
hamburg
Samb Offline
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Samb  Offline
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Joined: Nov 2000
Posts: 1,534
hamburg
really bad news
but what you have done in a in the few days was wonderful and if you don't get the code back you are genius enough to make the code new. I'm sure in that

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