[Plugins/Behaviors] Rez Repo

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Post » Sat Apr 14, 2012 8:32 pm

@00Rez thanks for looking into but with your fixed .capx it'll find a path but the going through blockers is even worse?

http://oi44.tinypic.com/2vtbr4n.jpg

Click at the blue spot and it will go through multiple blockers instead of walking around the "forest"
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Post » Sat Apr 14, 2012 9:16 pm

[QUOTE=Ize] @00Rez thanks for looking into but with your fixed .capx it'll find a path but the going through blockers is even worse?

http://oi44.tinypic.com/2vtbr4n.jpg

Click at the blue spot and it will go through multiple blockers instead of walking around the "forest"[/QUOTE]

Sorry Ize.

Download this, it's the next version 0.22 and then try your capx.
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Post » Sat Apr 14, 2012 9:39 pm

Well it's a bit better but still:



I also have to click 2 times at the same spot sometimes to make it find a path and sometimes it still won't fine one
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Post » Sat Apr 14, 2012 10:21 pm

[QUOTE=Ize] Well it's a bit better but still:



I also have to click 2 times at the same spot sometimes to make it find a path and sometimes it still won't fine one[/QUOTE]

This is because the Astar is grid based. The problem when setting blockers is it finds the center of a cell and checks if this is inside the bounding box of the object and this is what causes overlap. I've decreased the cell size from 32 pixels to 16 for more precision. This should mean more points lie inside the blockers. Your capx I linked is updated so try again and see if its any better. Sorry for inconvenience Ize. I will possibly use a rectangle instead of a point eventually.

How did you get the object in that position in the picture? Seems odd. Need to look into the bounding box issue further. I've made an action in the Astar object "Unblock/block using position" you can use this for more control over blocking.
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Post » Sat Apr 14, 2012 11:00 pm

I just clicked around on the map :D

The last update to the capx seems to have done the trick

I couldn't break it anymore :)
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Post » Sat Apr 14, 2012 11:10 pm

[QUOTE=Ize] I just clicked around on the map :D

The last update to the capx seems to have done the trick

I couldn't break it anymore :)[/QUOTE]

That's good. I just changed the size of each cell from 32 to 16 pixels. You can do this by clicking on the Astar object in the project window and setting the "Cell size". It's a good idea to snap objects to the same number as well.
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Post » Sun Apr 15, 2012 5:43 am

Could the pathfinder work with isometric games? Do you plan to add an option to change the heuristic?
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Post » Sun Apr 15, 2012 10:00 am

[QUOTE=afgho] Could the pathfinder work with isometric games? Do you plan to add an option to change the heuristic?[/QUOTE]

I will add more expressions for obtaining grid coordinates rather than pixel. I will also expand the actions to include the choice of grid or pixel inputs. As for isometric I haven't worked with it much. Would providing grid instead of pixel coordinates be enough?

Manhattan and euclidean are a choice in the find path action. Would anymore be needed?
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Post » Sun Apr 15, 2012 1:28 pm

[QUOTE=00Rez] [QUOTE=Joannesalfa] Nice plugin! Is designed to make RTS game using your pathfinder plugin?[/QUOTE]

Yes you could with a bit of messing and lerp.[/QUOTE]

Here is a quick example I knocked up.
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Post » Sat Apr 21, 2012 5:37 am

[QUOTE=00Rez] [QUOTE=00Rez] [QUOTE=Joannesalfa] Nice plugin! Is designed to make RTS game using your pathfinder plugin?[/QUOTE]

Yes you could with a bit of messing and lerp.[/QUOTE]

Here is a quick example I knocked up.[/QUOTE]

Would it be possible to see the capx for this example? I've been trying to reproduce it without luck.
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