R0J0hound wrote:The player doesn't utilize the solid behavior, it's only used for the line of sight.
It could be re-worked to utilize astar so the shortest distance is used every time, but it would have to be astar done from scratch, since it wouldn't be grid based.
If smaller objects are passed through you could roll your own LOS with events with that in mind, or probably more appropriate implement some kind of collision response to push objects out of each other. Avoiding moving objects can be done by looking at where the objects will be a little in the future and if they are colliding adjust the current angle of motion so it won't.
Hmm, I have no idea how "looking in to the future" could be done. :/
Maybe something simpler: how would you go about making characters not bump in to each other with just pathfinding? Also any suggestions how to keep formation when possible?