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ROG - A better random origin generator[NO HIDDEN ZONES UPDATE]
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edon1337
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Join Date: Jun 2016
Location: Macedonia
07-29-2018 , 09:21 Re: ROG - A better random origin generator
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Quote:
Originally Posted by
HamletEagle
About this "bad spots", from the point of view of the checks the points are fully valid, meaning a player can fit there without being stuck.
I tried to find a way to filter outside map areas or areas where the player can't get out but I failed.
So yeah, I don't know how we could filter out this points, because again, they are valid spots. Maybe we could run some kind of pathfinding algorithm and if it fails we could assume it's a bad spot and ignore this origin.
The downside is the execution time will be increased tremendously and such algorithms are not easy to implement.
Is there any method on making an entity slide down if the place is steepy?
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Last edited by edon1337; 07-29-2018 at
09:24
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