RTS & Yield?

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Post » Mon Mar 16, 2015 2:54 pm

Thank you very much.

I tried this before, but did not pick all object instances before the evaluation.

Is it really needed to pick all before, and why?
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Post » Mon Mar 16, 2015 3:20 pm

It depends on which level the picking takes place.

I just gotten used to applying pick all in cases where its a subevent, or part of a list of events which do more pickings ...
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Post » Mon Mar 16, 2015 4:33 pm

The temp-solid solution of saiyadjin works pretty well, but only using solids as obstacles. These are moving obstacles, where the moving should use each other as obstacle, but not themself. So there is heavy CPU-load and I dont think this is the right solution.

I also tried your idea, but no success so far. Maybe you can provide a more detailed event.

Could it be that obstacles can not be set per instance (when not using solids as them) ?
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Post » Mon Mar 16, 2015 4:37 pm

The custom movement has an option called "Push out solid", Rex also has a behavior named the same. It might be an easy patch.
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Post » Mon Mar 16, 2015 5:13 pm

Thank you.

But Isn't it the same if I disable solid for each instance before creating a new path - and when path found, enable solid again?
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Post » Mon Mar 16, 2015 5:22 pm

xeed wrote:Thank you.

But Isn't it the same if I disable solid for each instance before creating a new path - and when path found, enable solid again?


The push out solid, might be an approach in which you do not need to do anything else, but just let the colliding happen and it could sort itself.

The objects will not overlap, but one will simply get pushed aside while traversing its path.
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Post » Mon Mar 16, 2015 7:21 pm

Not the ideal solution, but it opens some new ideas for managing this without an extra array.

Thank you!
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