Yeah that makes sense. Good choice On Mon, Aug 23, 2010 at 1:32 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > 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 (: > >> >> > >> >> ============================== > >> >> Project 1 Dev mailing list > >> >> to unsubscribe, please send an email request to demofox@xxxxxxxxxxx > >> >> Project 1 website: http://project1.demofox.org > >> >> Project 1 SVN repository: http://pyotek.com/project1 > >> > > >> > > >> > >> Project 1 Dev mailing list > >> to unsubscribe, please send an email request to demofox@xxxxxxxxxxx > >> Project 1 website: http://project1.demofox.org > >> Project 1 SVN repository: http://pyotek.com/project1 > > > > > > Project 1 Dev mailing list > to unsubscribe, please send an email request to demofox@xxxxxxxxxxx > Project 1 website: http://project1.demofox.org > Project 1 SVN repository: http://pyotek.com/project1 >