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TestRun for NPC navgation
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XuN
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Posts: 852
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Post: #2
RE: TestRun for NPC navgation
First of all, this is a great idea and a very nice adition for roleplaying purposes or some kind of events (LOL-Like minions, ie).

I've tried it with an skeleton from Britain Graveyard, making britain unguarded, you have to mess with homedist, it doesn't go so far after entering the city, wich is just easy to do.

But the real problem comes searching for a correct path, it will be a pain in the ass to make a pathfinding in scripts since you can calculate to move one tile, two, three, four... but the whole correct path it would be a very largue calculation when it may be possible that someone give us a function related to 'MoveToPos' from NPC_AI_ALWAYSINT or NPC_AI_PATH or somewhat/somehow/somewhere it's calculated?

Coming back to topic, it goes so nice with 1x1,2x2 obstacles, but it's hard to him to get out from graveyard now (wich I asume you already knew Tongue )
09-16-2013 09:38 PM
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Messages In This Thread
TestRun for NPC navgation - Soulless - 09-16-2013, 03:56 PM
RE: TestRun for NPC navgation - XuN - 09-16-2013 09:38 PM
RE: TestRun for NPC navgation - Soulless - 09-17-2013, 02:30 AM
RE: TestRun for NPC navgation - Rattlehead - 09-18-2013, 09:28 AM
RE: TestRun for NPC navgation - XuN - 09-18-2013, 04:56 PM
RE: TestRun for NPC navgation - Mordaunt - 09-18-2013, 08:54 PM
RE: TestRun for NPC navgation - XuN - 09-19-2013, 08:19 AM
RE: TestRun for NPC navgation - Soulless - 09-19-2013, 05:25 PM
RE: TestRun for NPC navgation - XuN - 09-19-2013, 06:23 PM
RE: TestRun for NPC navgation - darksun84 - 09-19-2013, 09:55 PM
RE: TestRun for NPC navgation - Feeh - 09-20-2013, 07:48 AM
RE: TestRun for NPC navgation - Jim - 02-18-2015, 10:29 PM

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