well, i'm havin some major issues with my pathfinding. I have a system, but it's very specific, it takes a looooooong time to set up and I haven't even adapted it to be able to use multiple paths.
i'm considering revamping it with the use of an extention, either advanced path movement or the pathfinding object.
the tutorials for either are very difficult to follow and kind of skip over good details.
The end result i'm looking for isnt top down either, its a platformer. does anyone know if there is a way to combine either with the pmo?
i was also looking at pixeltheifs node-based pathfinding system, it's fairly similar to mine, although in the comments section he mentions that it wasnt adapted for recursion because he didnt think mmf had recursion, then he said it did and it would take like 10 minutes to set it up for it... but we all arent as capable as pixelthief.
my previous system had a separate active for each node, and when the ai touched the node it would set the ai's area to that nodes area (each one had it's own area). The ai had 3 objects, the sprite itself, the main target and the sub target. the main target would have its area set to what ever pre determined area coordinates (I actually had to go through and find the exact coordinates of each area, not fun). if the area of the target was higher, the sub target would be set to the closest node leading up to that area (which in my test level was only one path) and the ai would follow that sub target, and vise versa. if the ai was in the area of the main target, it would follow the main target.
it works, but like i said, its crazy specific and it takes a long time to set up (given the final level size) and it most likely will not work in a situation with multiple paths.
OOOOOOOOh,
I wish my question were an oscar myer weiner, that is what it'd truley like to beeeeeeee.
and if my question were an oscar myer weiner, then maybe finally someone'd answer meeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!
I really wish I could help you, but I have no idea what you're talking about.
n/a
-Dark Martin- The dark is most certainly not your friend
Registered 05/06/2008
Points 21
18th October, 2009 at 15:14:38 -
Originally Posted by miss chloecakes OOOOOOOOh,
I wish my question were an oscar myer weiner, that is what it'd truley like to beeeeeeee.
and if my question were an oscar myer weiner, then maybe finally someone'd answer meeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!
What? Pathfinding, you know, where the AI does the running around the place without your help, hense the words path (the places to go) and finding (finding which one works.) Im fairly sure that everyone here has run into a scenario where they need an enemy to move around obstacles.
frm what i've seen, most people use a node based system, where nodes (area makers) are pre-set up in the level and are used as a target that the AI follows to force the AI to walk a specific direction.
In my case, I have a platformerish type game where the enemy has to navigate through the level that consists of mainly hallways and stairs (one type functions like a ladder, the other faces left and right that looks like the staircase I used in OMG! Zombies!)
The movement in my game is based primarily on the Platform Movement Object.
The only real examples I have are pixeltheifs rediculasly hard to read code for a node based system, and the example files for the pathfinding object (which dont explain nothin) and the advanced path movement object (which explain alot, but don't really go into detail, and the adventure example which goes into more detail, i have no way to look at the nodes to see how the hell they set it up.)
Please, if I need more information, let me know, rather than just having me sit here looking like a dumb dumb.
I am not sure how the path finding object works. I would think about writing an implementation of the A* path finding algorithm using a single grid of actives that gets shared between each of the enemies that need it. For efficiency, enemies within a certain radius would be active, and I would iterate over each enemy, give the path finding grid to the enemy and find a path for it. Unfortunately I don't think this is very easy to implement in MMF2 due to the lack of common procedural language constructs such as arbitrary nesting of for loops and if statements. AI tends to be the hardest job.
I think you will probably have more luck investigating the path finding object. This seems to be the only solution to complex problems in MMF: hope somebody solves the problem in C++ and makes an extension out of it.
my pathfinding object seems to be busted. For some reason on all of the tutorials I have downloaded, there is a command that needs to be done with the pathfinder object at the start of the frame, and it doesn't work. Also, if I hover the mouse over the command in the event editor, MMF2 crashes. So I don't know what it is or how to fix it. This happens for every tutorial that uses the Pathfinder object.
EDIT: it seems for somereason, even though I have repedely redownloaded the pathfinder object, it should be version 2.00, but in MMF it still says it's verion 1.2(BETA!!!).
seriously, wtf. i've been on this same god damn issue for like a week now.
I just picked apart the example files for the APO myself although that tutorial will definitely come in useful! The APO does take a bit of getting used to. Also, the Lemmings style example uses a platform system rather than a top down RTS.
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