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Re: Pathfinding script (Christmas gift) [Re: Straight_Heart] #173328
02/16/08 15:11
02/16/08 15:11
Joined: Jan 2006
Posts: 968
EpsiloN Offline OP
User
EpsiloN  Offline OP
User

Joined: Jan 2006
Posts: 968
Yes , it is possible. And actualy this :
Quote:

but include a manual node to node connection where the user can manually type in which nodes he wants to see each other or be part of the same path.



Is a solution to the problem I described with the automatic writing. I guess I didnt really read it 'in depth' before. Adding a function to ignore predefined connections (from a .txt file) will be easyer and shorter version.

I'm sorry , but I do not have the test level anymore. I was cleaning my HDD and I forgot where the test level was , so I deleted it. I desided to learn some 2D , 3D and PHP skills , otherwise I would have probably contributed a 'stable' editor by now

Re: Pathfinding script (Christmas gift) [Re: EpsiloN] #200107
04/02/08 16:05
04/02/08 16:05
Joined: Jan 2006
Posts: 968
EpsiloN Offline OP
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EpsiloN  Offline OP
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Joined: Jan 2006
Posts: 968
Yesterday I decided to try a few things again with the pathfinding , I created a new level. Test level \:\)
Here's the link:
PathFinding
It has two bot functions in it. One follows the nodes , the other one is my 'base' for the AI , it still goes to random possitions , but it has more 'control'.
So far there are two 'problems' with this script. One is in the pathfinding , I guess I have a bug... It sometimes skips nodes from the 'look-up' process , so if it doesnt find the shortest path it'll atleast find the second shortest. The second problem is with the first bot I mentioned. Its easy to fix , but I'm not going to do that. When it follows a path sometimes it can get in a loop between two nodes.(Because of the bug I mentioned) The easyest way to avoid that is to check if the next node is the same as the last one , to move ahead directly to the second node on the list. The other way is if you store the whole path for the bot and move it one node at a time. (Currently it calls pathfind at every node it goes.)
F12 activates the debug panel so you can monitor which nodes are the goal node & the current targeted node of the bot. (First two digits on screen , upper left) The other is 'self-explaining' if you look at the debug panel in the .wdl file.

PS.: Simply run the level , its already builded (Otherwise you'll have to re-texture it) And about the link...Its on my home PC , so I dunno if it'll work all the time. If it doesnt , send me a PM or e-mail , I'll restart the server.


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: Pathfinding script (Christmas gift) [Re: EpsiloN] #260342
04/10/09 09:39
04/10/09 09:39
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline
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VeT  Offline
Serious User

Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
PM you as link not works smile


1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy

Newton2 videos: http://tinyurl.com/NewtonVideos
LiteC+Newton2 discussion: http://tinyurl.com/NewtonWrapperDiscussion
Latest LiteC+Newton2 version(v23, from 29.10.2009): http://depositfiles.com/files/ae1l0tpro
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