Mob Pathing

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Mob Pathing

Postby Ukobat » Thu Nov 15, 2012 8:40 pm

does it seem viable to place horse routes through a dungeon and have mobs there "latch" onto the nearest node and travel into the direction that their current aggro is in?

if the next node is too far or the mob gets into a certian range of the player, they can then revert to their standard pathing (running straight at them)

trying to find a work around to the client side counterpart ~
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Re: Mob Pathing

Postby Etaew » Thu Nov 15, 2012 9:05 pm

Yeah, when I wrote a pathing script I had the server automatically generate nodes in a grid, then I manually closed some nodes (around trees and objects) and then used an A* pathing algorithm to path find. Once it calculated the route it would connect all the pathpoints and then tell the npc to walk on that path.

The problem I faced was that I never figured out how to automatically close nodes based on the terrain, but that info is available in the client if you know where to look.
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