Quote:
Originally Posted by Xalus
I've try'd to make such Zombie AI in the past,
I'll add the code, see if there is anything usefull in it.
NOTE: Only a few functions work, A* Pathfinding is broken to last time I tested it.
Also code is old, optimizes recommended.
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I did something similar but the time to find and update the path was slower than entity's think so it usually move 1-2 second slower than the actual path. Also, it isn't detect as the boss size but player size so it seem broke. (I did saw the video on that plugin)
Quote:
Originally Posted by Natsheh
i'd suggest to make a predefined path origins for the map.
as czbots work
You do still need efficient path finder to help you with the obstacle and setting the path origins
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is it like setting up origin then make the entity move to the origin in order to get to player? but isn't then every think, it have to loop all the predefined origin to check to see which origin is player close to and cost a lot of CPU?
Quote:
Originally Posted by DJEarthQuake
Make touch so zombies can pass through the 'obstacles'.
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Oh, I really like a Zombie that can 1-shot walk though wall and slap me.
No, thank you.
Quote:
Originally Posted by Xalus
Marking the player origin is an option,
if you add a check that bot could skip a few if possible & faster.
That would solve the circle problem.
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That what I planned at first but then how to I store it? if there is another Zombie Entity there, they update overlap each other if I using Array from ArrayCreate(). I need to clear the previous origin when reach so Stack like Array is needed.
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