Man, I'm sorry I didn't follow up on this thread... Any updates?
Also, strange fact:
1. If you try to path your PC to a location (clicking on the spot of ground as your destination) that is too far or too complex to get to, your character won't try to walk there (pathing failure in the engine after X segments or some multistep algo?).
2. Attempting to reach a creature will
sometimes succeed, but not always. And never if you're attempting to talk to the creature. This is why your PC won't walk around the darned counter to talk to the shop keeper 5 meters away, but the engine simpy tells you they are too far away to talk to.
3. BUT, if you click on a usable placeable you get crazy complex success (within limits)! WTH does that mean? I'm wondering if the walk to placeables code has a bug that doesn't cut off pathing clculations for placeables like for pathing to other objects...
Disclaimer: I have no idea what kind of strain on the CPU this method causes. I have not tested, only leveraged this fact when playing other modules when too lazy to manually click my way around.
Could this be used to fix pathing during combat for creatures? Pathways only handles pathing during non-combat mode. Also, the setup currently causes the creature to return to the last segment they were supposed to travel to instead of the next one. Maybe I need to fix it so it tries to determine which is closer, last destination, or the next one after that.
Or better yet, try to fix Pathways so it recalculates (GPS, "rerouting...") instead of going all the way out to the last destination segment end.
This would be for two reasons:
1. Returning to their last segment destination does not use pathways, if the chase or battle took the group too far away down a complex path, they don't use
Pathways to get back! (Bug I guess)
2. This would cause the creature to handle 1 above, and also ensure the creatures are always moving forward (maybe, not sure) instead of walking all the way back to their last destination if it is far behind them.
I'll need to throroughly test this hypothesis.
ANYway, could you "clear all" on the creature, plot the path to a placeable (you script in), then do so again for your PC (up until the distance to the transition is too far and you PC has simply "gotten away"? If they get close enough then direct the creature to attack the PC (or whatever is there to be attacked).
I was thinking of using placeables to help the PC navigate to places that are easy to get to (they can see very clearly how to get there), but is tedious. Maybe place a bush or something in the area to help with this for ease of travel.
Of course, I'd also like to be able to script the PC to use Pathways and simply give the destination for the PC. This leaves hands free for RP while the PCs all walk together to their destination. Anyone know how to script PC movements? Just need ot know where to start.
- Qlippoth:wizard:
Modifié par QlippothVI, 26 janvier 2014 - 05:25 .