She told me to walkto this way..

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Mindless Automaton
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She told me to walkto this way..

Post by Mindless Automaton »

I am working on another wonderful script that uses the following:

tChar.WalkTo( 1468, 1711, 1000 );

If the path is more than the listed 1000, does tChar walk off 1000 paces and then stop or does tChar just say screw it and stay in place?
(I didnt try to walk it off and see, but I guess thats one way to figure it)

If tChar comes to a door, how can I get tChar to walk through the door?
(I think at this point if the path is blocked, tChar says screw it and stays put)

And I left the client running so I could see where tChar ended up and somehow tChar is standing on top of a barrel. Which is not where any of the x,y should leave tChar.

Thanks!
Mindless Automaton
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Maarc
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Post by Maarc »

Couple of things.

Firstly, do you have advanced pathfinding on? That'll make your life a little easier. Slower, but more accurate in the way it finds things.

Secondly, with the door, it'll depend. If it's not locked, it should be able to go in. But it might get stuck if it really shouldn't be in there :)

Thirdly, not sure if maxSteps is taken into account for advanced pathfinding (yes, I recognise the irony in me suggesting it). Notably, advancedPathfinding has a maxSteps of 1000 already :)

If what you specify is too far for maxSteps, then it'll get as close as it can then stop, would be my guess. Trying to use 1000 steps is a lot though, and might be a real performance killer. Is it not possible to, I guess, try and break it down into smaller paths? More like 50 or so at a time? Just make it in the right general direction, and use the AI event to determine if you're nearing the end of the walk path and need to kick off a new walk segment.

Just a thought.
Mindless Automaton
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Post by Mindless Automaton »

Firstly, do you have advanced pathfinding on? That'll make your life a little easier. Slower, but more accurate in the way it finds things.
Well if 1 = true, then it is on!

Unfortunately, it didn't work. He was stopped by a dumb dog.
http://eldritch.darktech.org/HellHed%20 ... _21.58.jpg

I moved the dog and set it to 0 and my boy just walked around the building trying to get in.

Also, if I run ahead and jump in his path, he stops.
Mindless Automaton
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Mindless Automaton
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Post by Mindless Automaton »

Perhaps I am using walkto in error.

Code: Select all

	if ( curr_time == "5:00" )
	{
		tChar.WalkTo( 1484, 1768, 1000 ); //walk to docks
		tChar.TextMessage( "Time for some fishin'." );


	}
Although at game time 5:00 he does walk to the docks. The only issue was if any dynamics get in the way, he stops until its time to walk somewhere else.
Mindless Automaton
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Maarc
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Post by Maarc »

Looks okay from what I can see. I wouldn't have expected dynamics to kill the path entirely, though.
Mindless Automaton
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Post by Mindless Automaton »

Just wanted to add that Pathfinding for PCs seems to function as expected.

I either walk around the dog or Being fully rested, I shove the dog out of the way.
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