Posted By
Message
Don Luciano Heavy combat pancakeRegistered 25/10/2006
Points 380
25th September, 2008 at 12:57:04 -
How to make pathfinding in mmf2. Something like rts. but no player control.
I v searched throught the forums, articles and downloads and didn't find anything usefull.
Anyway all of the units are headed toward one direction. Like in Tds, but also fights opponents from the other direction doing the same.
Code me a sausage!
Cecilectomy noPERegistered 19/03/2005
Points 305
25th September, 2008 at 14:35:31 -
just learn A* path finding using nodes.
n/a
Don Luciano Heavy combat pancakeRegistered 25/10/2006
Points 380
25th September, 2008 at 14:41:40 -
Nodes? I don't understand.
Code me a sausage!
aphant
Registered 18/05/2008
Points 1242
25th September, 2008 at 14:50:53 -
A node would be a pre-determined point for things to move to. Units would only be able to move between nodes on preset paths. Waypoints, I think.
Eternal Man [EE] Pitied the FOORegistered 18/01/2007
Points 2955
25th September, 2008 at 14:55:32 -
Couldn't you use the Movesafely object? (Or whatever it's called)
Eternal Entertainment's Code'n'Art Man
E_E = All Indie ...actually Ell Endie, but whatever.
Don Luciano Heavy combat pancakeRegistered 25/10/2006
Points 380
25th September, 2008 at 15:15:18 -
nah... i need units not to go into each other, but around.
Move safely doesn't move the object, it's only for collision.
But thx anyway... i m trying to make it without extensions. I have found a way, but cannot code properly one part. Edited by the Author.
Code me a sausage!
Don Luciano Heavy combat pancakeRegistered 25/10/2006
Points 380
25th September, 2008 at 16:29:15 -
I DID IT!!! HAhaahahahahahahahahahahahahahahahahahah haha, i just wasted 6 hours of my life to make 3 events.
Code me a sausage!
Logiq
Registered 09/04/2007
Points 120
25th September, 2008 at 16:31:51 -
Well let's hear it. How did you do it.
Hello guys! I'm New! -- I've been new for a year now...haha
Don Luciano Heavy combat pancakeRegistered 25/10/2006
Points 380
25th September, 2008 at 16:37:48 -
I v set flags in a separate event, and finnaly managed to correctly read fixed values.
It's kinda simple but works.
Detector in front of unit, flag 0 off if no overlaps, flag 0 on if overlaps.
Second event if flag 0 is off = move the bastard
Code me a sausage!
Logiq
Registered 09/04/2007
Points 120
25th September, 2008 at 16:41:56 -
Sweet, well I'm glad it worked out for you.
Hello guys! I'm New! -- I've been new for a year now...haha
alastair john jack BANNEDRegistered 01/10/2004
Points 294
25th September, 2008 at 17:01:34 -
Sometimes its good to just figure things out with your brain well done
lol