Just assign like Node1, Node2, Node3. Make it go to each and when it's like 100 x or y from it go to next node. Some common sense and logic only needed to do this.
Hi guys,
I want to create a basic pathfinding AI capable of getting to a designated position on any map. I have an idea on how to accomplish this with e2 but am having trouble starting the expression. Also how could I create a simple node system without dividing the entire map into thousands of cubes?
And please I am not asking to be spoonfed code (not that i think anyone would bother). I just need some ideas. Thanks in advance.
Last edited by g33v3s; 07-05-2009 at 05:04 AM. Reason: Changing icon
Just assign like Node1, Node2, Node3. Make it go to each and when it's like 100 x or y from it go to next node. Some common sense and logic only needed to do this.
Path finding isnt really my forte, but you really dont need to care about the whole map. You could do a scan within 100 units of your pathfinder and subdivide that area.
You want to make AI nodes? Don't even bother trying to achieve that. I recommend to rather scan the surrounding for obstacles and try to avoid them.
<3
Just make a ranger scan the surrounding area and work a path from that
My sig was 201 pixels long so moderators snipped it
Oh teh noes!
Which is simple enough, use rangers pointed in various directions, and have the bot turn away from the direction of the rangers outputting the smallest distance.
The Olympus Technologies drones, totally not SkyNet in Gmod form.
Cronus: The Ultimate Drone, definitely SkyNet in Gmod form.
The gBrain Project, the drone controls system that thinks it's better than you
Alrighty then, thanks for the advice.![]()
Hey dont listen to them, they re just lazy.
I think it is possible to make ai node navigation in E2, i was thinking about such thing too. But my concept was more like CS PodBots where u had to place waypoints manually. Binding some "say" command recognized by e2, being visualised via holograms you can create nodes at points with obstacles or crosses, doors etc and let E2 find which node can see which, store data, then use basic pathfinding algorithm to navigate through these nodes.
But don't get discouraged by people who don't even give you one good reason why this should not work
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