Avoid Pathfinding Breaks & Collisions

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Post » Wed Nov 19, 2014 4:27 am

Hi,

Got 2 questions that I could not solve without help about the event system and IID's.

Pathfinding: How can I avoid the stops of about 1 second when an object reached a path target?

Object Picking: How can I check an object instance (position) against all other instances, to let only the one (with the highest IID) stop (and move on if collision is avoided)?

This not going to be an RTS game, but the logic is nearly the same. I dont want to have static movements and overlapping enemies.

https://dl.dropboxusercontent.com/u/542 ... index.html

Many thanks!
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