[project1dev] Re: pathing around dynamic obstacles

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 22 Aug 2010 18:32:28 -0700

I think i'm going to make it so if their destination point is inside
of a dynamic obstacle, that they are allowed to go inside of that
dynamic obstacle.

there's probably some problems with that but should work ok for now (:

On Sun, Aug 22, 2010 at 6:22 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
> I think (and I don't have code to double check anymore) they do it when the
> are close enough. I think it does a rectangle check for an IsBuilding flag
> when the proximity is close. Then it does damage. There is also a timer that
> limits how often it can attack.
>
>
>
> On Mon, Aug 23, 2010 at 1:18 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>
>> When do the trolls do damage to buildings?  Do they have to be within
>> some certain distance or something?
>>
>> On Sun, Aug 22, 2010 at 6:14 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>> > We could drop the dynamic obstacle circle of the target houe when the
>> > troll
>> > selects it as a target. I suppose one downside is that other things
>> > would be
>> > able to path through it. May not come up too often and may actually work
>> > out
>> > in game. We could tighten it up some by having the target house drop its
>> > obstacle circle when the troll is a certain distance from the house.
>> >
>> > A different way of giong about it couldbe changing the troll to change
>> > into
>> > an attack mode when it is close to the house. When its in the attack
>> > mode it
>> > could ignore the obstacle cicles. The troll itself could move on top of
>> > the
>> > house or up close to it and attack without using the navmesh.
>> >
>> > Whatcha think? Feel welcome to shoot down or modify my ideas
>> >
>> >
>> >
>> > On Sun, Aug 22, 2010 at 11:41 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
>> > wrote:
>> >>
>> >> I have the dynamic obstacle stuff done but hit an unexpected snag.
>> >>
>> >> Basically in script you can define circles (position and radius) that
>> >> should be avoided when pathing on the navmesh.  You can also remove
>> >> these so when a tree gets destroyed, monsters path through it again.
>> >>
>> >> The trolls will path around dynamic obstacles to their path by
>> >> ignoring any possible movements on the navmesh which enter one of
>> >> these circles.
>> >>
>> >> So far so good but....
>> >>
>> >> Trolls want to walk to houses and go destroy them but houses are
>> >> surrounded by dynamic obstacles.
>> >>
>> >> That means the trolls right now cant ever find their way to a house
>> >> because near the end of their path, it always finds an obstacle, so
>> >> the trolls just stand around and do nothing :P
>> >>
>> >> need to think about it a little bit to find the best way to solve
>> >> it... any ideas are welcomed too (:
>> >>
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>> >
>>
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>
>

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