HI guys,

Jokester999: Yes that is what A* is all about

Iblis and Jokester : here is how it will work. (i.e what the level designers would have to do).

okay, because you asked i will tell ya ...
The PoV's are just entities, can be map entities, sprites (as a matter of fact i am testing with arrow.pcx). Level designer needs to place an entity at each convex part of the level and would have to attach an action i wrote to those entities. This action just sets some SKILLS and then goes into a while loop with a waitt (big number). It's just that the entities stay there until all intialization is done. Now you have to invoke an initilization function (once per level). It will use the new ent_next instruction to loop thru all entities and find out which ones are PoVs. It will store them and then invoke another function which builds a new data structure for every PoV which (among other data) hold the handles of all other PoV's it can see, this is my quick representation of a connectivity graph . But as i said in my first post, i just want to prove that it can be done .....

hope that helped

Ronny