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A* Pathfinding API


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Kia
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Join Date: Apr 2010
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Old 06-21-2014 , 02:10   Re: A* Pathfinding API
Reply With Quote #21

Impressive, good job.
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Backstabnoob
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Old 06-23-2014 , 20:15   Re: A* Pathfinding API
Reply With Quote #22

Please stop being an Origin fanboy Approved.
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Vivo
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Old 06-24-2014 , 08:28   Re: A* Pathfinding API
Reply With Quote #23

Please explain more, maybe video or maybe more explain, i love your plugins so how when a new approved one !
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Black Rose
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Old 06-24-2014 , 11:38   Re: A* Pathfinding API
Reply With Quote #24

I don't know how to do videos, sorry.
But it's an API. Alone it doesn't do anything.
What it does depends on how you use it. It will find a path between two points. This can be used for example to make NPCs walk/fly around randomly without predefined waypoints or creating some kind of target seeking missile.
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Kia
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Old 06-25-2014 , 00:39   Re: A* Pathfinding API
Reply With Quote #25

I will make an Info video as soon as I reach the state of fully using it in my mod.
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meTaLiCroSS
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Old 07-15-2014 , 16:47   Re: A* Pathfinding API
Reply With Quote #26

Hey buddy, you forgot something in your example
Code:
SavePos(id, pos) {     new Float:Origin[3];     new Float:End[3];     new hTrace;     pev(id, pev_origin, Origin);         xs_vec_copy(Origin, End);     End[2] -= 1000
    hTrace = create_tr2()
    engfunc(EngFunc_TraceLine, Origin, End, IGNORE_MONSTERS, id, hTrace);     get_tr2(hTrace, TR_vecEndPos, Origin);     free_tr2(hTrace);         Origin[2] += 10;     xs_vec_copy(Origin, gPos[pos]); }

Btw, this plugin seems to be wonderful. I think someone must do a NPC moving example, you'll be the fucking boss
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You're right Metalicross
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Black Rose
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Old 07-15-2014 , 19:09   Re: A* Pathfinding API
Reply With Quote #27

I didn't even know that was required. I thought EngFunc_TraceLine created it's own handle.
It seems to be working fine without that. But if is required I will of course update the API and the example with that as soon as possible (worst case, this weekend).

Code:
    //With 1.71 you can pass an optional TraceLine ptr for trace natives
    // it can be 0, for meaning "global tr handle" (for get/set_tr2), or
    // it can be any other TR handle (such as one from a TR hook)     EngFunc_TraceLine,          // void )   (const float *v1, const float *v2, int fNoMonsters, edict_t *pentToSkip, TraceResult *ptr);
When reading that I get the impression it is not required.
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meTaLiCroSS
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Old 07-15-2014 , 21:40   Re: A* Pathfinding API
Reply With Quote #28

Quote:
Originally Posted by Black Rose View Post
I didn't even know that was required. I thought EngFunc_TraceLine created it's own handle.
It seems to be working fine without that. But if is required I will of course update the API and the example with that as soon as possible (worst case, this weekend).

Code:
    //With 1.71 you can pass an optional TraceLine ptr for trace natives     // it can be 0, for meaning "global tr handle" (for get/set_tr2), or
    // it can be any other TR handle (such as one from a TR hook)     EngFunc_TraceLine,&nb sp;               &nb sp;    // void )       &n bsp;    (const float *v1, const float *v2, int fNoMonsters, edict_t *pentToSkip, TraceResult *ptr);


When reading that I get the impression it is not required.
Yeah, you can do it freely, bad thing is that you're using free_tr2 with an empty variable, don't know if free_tr2 validates it before freeing something, but we're just coding the syntax.
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BB.O.
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Old 07-21-2014 , 06:16   Re: A* Pathfinding API
Reply With Quote #29

finally, someone did it by using Pawn!!
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yokomo
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Old 07-21-2014 , 12:55   Re: A* Pathfinding API
Reply With Quote #30

Impressive, so this can be set auto way point to NPC right? can someone create a simple plugin that can make a npc move on itself? Because this is too advance for me
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Last edited by yokomo; 07-21-2014 at 12:56.
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