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Pathfinding script (Christmas gift) #173318
12/17/07 18:45
12/17/07 18:45
Joined: Jan 2006
Posts: 968
EpsiloN Offline OP
User
EpsiloN  Offline OP
User

Joined: Jan 2006
Posts: 968
A-Star Pathfinding script , working in 3D.
http://www.coniserver.net/coni_users/web_users/pirvu/au/scripts/pathfinding.zip

PS.: Before you try anything and post that the code isnt working , read the readme files! I hate winter


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: Pathfinding script (Christmas gift) [Re: EpsiloN] #173319
12/17/07 19:18
12/17/07 19:18
Joined: Jun 2006
Posts: 96
Straight_Heart Offline
Junior Member
Straight_Heart  Offline
Junior Member

Joined: Jun 2006
Posts: 96
thanks for thr contribution.....

I've read your readme file and dont understand why you want the user to manually type in every adjacent node for each node, just so you can have those few choice nodes to see each other as your stair example. So to make it easy for those few node connections such as jumping, you choose to make the whole network to be created manualy?!

This sounds incredibly time consuming, and a pain to readjust node positions later if you make a level change.

What you should do is start out the level with c_traces like george's AUM example, 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.


You're not as unique as you think you are, try again.
Re: Pathfinding script (Christmas gift) [Re: Straight_Heart] #173320
12/17/07 19:36
12/17/07 19:36
Joined: Jan 2006
Posts: 968
EpsiloN Offline OP
User
EpsiloN  Offline OP
User

Joined: Jan 2006
Posts: 968
Everyone can do that , because I've separated the nodes action from the rest of the script. You can add c_scan or trace and write the results automaticaly in the file.
"pain to readjust node positions"...I made an editor for this task. You walk real-time in the level , with a movement script and a crosshair. If you point at a node and click LMB you can change every adjacent (even a few more properties , like jumping or camping pos) but I'll keep the editor for myself. It is quite unstable , and gives errors if not used exactly how it was intended and everyone will only start to complain about it.
I dont think its painful or annoying to make the connections , because it took me no more than 5 minutes to write them all down on paper (for 30 nodes scattered on 3 floors).

PS.: Its a contribution , if you dont want it just ask the right persons to remove it from AU...
EDIT : BTW , adding 'ignore node' in the pathfinding and tactical information to the nodes , or in your example automatically writing the node connections to .txt files is very easy because it wont interfere with the pathfinding script. The only problem with automatically writing the nodes in a file is that you might not always get the shortest path (or maby not get a path at all!)

Last edited by EpsiloN; 12/17/07 19:39.

Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: Pathfinding script (Christmas gift) [Re: EpsiloN] #173321
12/17/07 21:04
12/17/07 21:04
Joined: Aug 2002
Posts: 673
Las Cruces, NM
JimFox Offline
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JimFox  Offline
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Joined: Aug 2002
Posts: 673
Las Cruces, NM
It was very thoughtful to offer this script as a contribution. Thanks for that! I am pretty sure that it will be quite helpful.

Marry Christmas to you.


Jim
Re: Pathfinding script (Christmas gift) [Re: JimFox] #173322
12/19/07 16:01
12/19/07 16:01

A
Anonymous
Unregistered
Anonymous
Unregistered
A



cool can you maybe upload an test level???

Re: Pathfinding script (Christmas gift) [Re: ] #173323
12/19/07 18:17
12/19/07 18:17
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
Thanks for the source

Cheers

Frazzle


Antec® Case
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Re: Pathfinding script (Christmas gift) [Re: frazzle] #173324
12/19/07 20:39
12/19/07 20:39
Joined: Jan 2006
Posts: 968
EpsiloN Offline OP
User
EpsiloN  Offline OP
User

Joined: Jan 2006
Posts: 968
If I find a way to transfer the test level from the other computer on this one I will email it to you.

PS.: I 'wish you a marry Christmas' (Is that phrase correct? or I remembered it wrong , I'm not that good in English).


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: Pathfinding script (Christmas gift) [Re: EpsiloN] #173325
12/20/07 07:17
12/20/07 07:17
Joined: Nov 2007
Posts: 24
W
Wulf Offline
Newbie
Wulf  Offline
Newbie
W

Joined: Nov 2007
Posts: 24
aye the phrase is correct :_).


I'm not far enough into my project yet to start dabbling in path finding, but hopefully i can use this as an example ^^.

Re: Pathfinding script (Christmas gift) [Re: Wulf] #173326
12/20/07 11:36
12/20/07 11:36
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline

Expert
Blink  Offline

Expert

Joined: Jan 2006
Posts: 2,157
Connecticut, USA
In the U.S. it's Merry Christmas. Happy holidays to all! I have been in this community for almost 2 years, everyone here has been great! thanks for the contribution, Epsilon.


My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
Re: Pathfinding script (Christmas gift) [Re: Blink] #173327
02/16/08 11:51
02/16/08 11:51
Joined: Nov 2007
Posts: 1,032
Croatia
croman Offline
Serious User
croman  Offline
Serious User

Joined: Nov 2007
Posts: 1,032
Croatia
Hi,

Great contibution, thanks. It's just what we need for our current project. BUT, there is always "but". I don't get it. Now, is it possible to make it write node connections automatically or not? Can you upload a test level?

Thanks,
Alen



Ubi bene, ibi Patria.
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