[Plugins/Behaviors] Rez Repo

Post your completed addons to share with the community

Post » Sat Apr 21, 2012 10:36 am

[QUOTE=plauk] [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.[/QUOTE]

Here it is. It's a bit messy, I've realised using lines of sight makes terrain costing not work so need to figure out another method for this.

Hope it helps...

Rez
B
21
S
7
G
2
Posts: 185
Reputation: 3,280

Post » Sun Apr 22, 2012 6:32 am

Was trying to do a bit of Catmull Rom, but it seems the plug has some wonky nodes.
Shouldn't they be static after the generation?
Image Image
B
161
S
48
G
90
Posts: 7,356
Reputation: 66,767

Post » Tue Apr 24, 2012 12:55 pm

[QUOTE=newt] Was trying to do a bit of Catmull Rom, but it seems the plug has some wonky nodes.
Shouldn't they be static after the generation?[/QUOTE]

For some reason I didn't notice your post newt, sorry. I'll have a look into this ASAP.
B
21
S
7
G
2
Posts: 185
Reputation: 3,280

Post » Tue Apr 24, 2012 1:34 pm

[QUOTE=00Rez] [QUOTE=newt] Was trying to do a bit of Catmull Rom, but it seems the plug has some wonky nodes.
Shouldn't they be static after the generation?[/QUOTE]

For some reason I didn't notice your post newt, sorry. I'll have a look into this ASAP.[/QUOTE]

If you move the "Every 0.1 seconds" events to the end it doesn't fluctuate. The result is basically the tile size multiplied by the grid coordinates so their should be no wonky nodes at all. Wonder why this occurs, obviously the "Every 0.1 seconds" is interfering somehow.
B
21
S
7
G
2
Posts: 185
Reputation: 3,280

Post » Tue Apr 24, 2012 2:11 pm

Yes, that is kind of strange. I recently had another issue with every x seconds.
For some reason it was interfering with picking in instances, and only worked for one instance.
Guess we might get @Ashley to check that part out.
Image Image
B
161
S
48
G
90
Posts: 7,356
Reputation: 66,767

Post » Wed May 02, 2012 5:09 pm

Hi guys

I have been thinking about this to a project of mine, but have some things I worry about and hope you can help me determine if this is something I really should use.

The project would involve many enemies from different places on the map all trying to get to the player. These should work kind a RTS were they do not walk into each other, but the enemies do not have to seem smart at all.

Is there any way this system can be used for a thing like this with C2? and still keep a reasonable load to the CPU?

If anything is unclear in my question, then please ask and I will clarify everything.

B
5
Posts: 15
Reputation: 957

Post » Thu May 03, 2012 3:51 pm

Hm.. This might be very useful for my AI Monsters :p
B
40
S
11
G
4
Posts: 665
Reputation: 8,403

Post » Sun May 06, 2012 10:07 pm

[QUOTE=Traeve] Hi guys

I have been thinking about this to a project of mine, but have some things I worry about and hope you can help me determine if this is something I really should use.

The project would involve many enemies from different places on the map all trying to get to the player. These should work kind a RTS were they do not walk into each other, but the enemies do not have to seem smart at all.

Is there any way this system can be used for a thing like this with C2? and still keep a reasonable load to the CPU?

If anything is unclear in my question, then please ask and I will clarify everything.

[/QUOTE]

You could use this path finding or it could be possible to script it using collisions, move to angle and a line object for sight. Many ways to do what you say, experiment!
B
21
S
7
G
2
Posts: 185
Reputation: 3,280

Post » Tue May 08, 2012 8:15 pm

Hi 00Rez

I have tried several ways to combine a line of sight element and a player element, so several instances of path finding can be achieved at the same time. I have no luck and the capx I have at the moment is quite messy.

The idea was to somehow loop trough all instances of players and take a specific line of sight element and then do path finding and smoothing with this. Somehow the line elements get mixed up and when one player has line of sight to the goal, then all ges straight to the goal through blockers.

I would love to see an example where two or more elements use path finding at the same time. Any help is most appreciated.

Regards Traeve
B
5
Posts: 15
Reputation: 957

Post » Sun May 13, 2012 9:24 pm

Hi guys

I have now successfully found a way to have multiple units using path finding at the same time. Each of these also use a line of sight element to smooth the movement. All seems well, but when a new instance of the unit is spawned and path finding is tried with this, then the game freezes.

It can be seen in a simplified capx here
http://dl.dropbox.com/u/4709324/Ny%20mappe/index.html

Spawn a new zombie by pressing mouse left click and each time a
black square with a red border appears, then a path has been calculated for the zombie its on.
The project folder can be seen here.
http://dl.dropbox.com/u/4709324/Ny%20mappe/Problem.capx

At the moment i have striped away movement of the zombies, as this seemed to work fine and only finding the path is bugging med.

Any help most appreciated.

Regards Traeve
B
5
Posts: 15
Reputation: 957

PreviousNext

Return to Completed Addons

Who is online

Users browsing this forum: No registered users and 0 guests