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Posted

What the bots use for navigation, just generate it and the bots can use it, you can even spawn a test bot in the navmesh editor and order him around to test it.

Posted

should be noted that

function AIPlayer::randomPoint(%this, %duration)
{...
   %this.setMoveDestination(%pos);
...}

 

differs from

function AIPlayer::pickWayPoint(%this,%trigger)
{...
               %this.setPathDestination(%waypoint.getPosition());
...}

differs from

function AIPlayer::PathToNearest(%this)
{
   %this.followObject(%this.enemy, %this.repathTolerance);
}

 

the first ignores the navmesh and just goes to a 3d spot (and will keep going that direction reguardless of anything in the way),

the second uses the navmesh to attempt to path around obstacles to a point.

the third uses the navmesh to follow a mobile object around.


edit: you'll find that

https://github.com/GarageGames/Torque3D/blob/561f010f2e6411d8253d23f0cfcff794e81f60bf/Engine/source/T3D/aiPlayer.cpp#L1177

https://github.com/GarageGames/Torque3D/blob/561f010f2e6411d8253d23f0cfcff794e81f60bf/Engine/source/T3D/aiPlayer.cpp#L842 and

https://github.com/GarageGames/Torque3D/blob/561f010f2e6411d8253d23f0cfcff794e81f60bf/Engine/source/T3D/aiPlayer.cpp#L917

Posted

@Azaezel


Interesting, the last two methods seem not documented.

They are part of the AIPlayer class in c++?


I still need some more answers on how to use the navmesh.

Can i just place it anywhere and have it cover an area?

Does it work only on terrain or can i use it in conjunction with solid TSStatic objects?

Will it only work when i place it or can it update itself even after i move some solid objects?

Do the navmeshes rely on nodes or is it place and go?

Posted

@Code_Man

Don't worry it works just fine, only updating it real time is a bit of a problem, since it is a big file and takes a while to generate, so you can only update small parts of it in realtime, like a cell, which there is even a button for in the editor.

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