[project1dev] Re: pathing around dynamic obstacles

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 23 Aug 2010 05:24:02 +0000

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 (:
> >> >>
> >> >> ==============================
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> >> >
> >> >
> >>
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> >
> >
>
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