I was playing around with ways to implement pathfinding.

Try 1
First I tryed those path entities (those from WED) and found on the Manuel how to use it via lite-c.
Basically:
If A cannot trace B, then move to nearest preset path (made in WED).
I noticed a problem, it seems to only go in one direction... tired

Try 2

So now I'm guessing I need to have some sort of nods (models) I place in my level.
Meaning if A cannot trace B, the fastest connection between the nearest visible node that can be seen by B, the nearest visible node that can be seen by A, and all nodes in between (creating an obstacle free path).

Problems:
- I am not sure how the syntax would look like to do the proper node calculation and setting the temp ids for the individual AI to folow the correct nodes accordantly.

- Even if the above works flawless, as soon the there is a height difference (target is in a different room on a different story), this can't work anymore.
Maybe some sort of invisible Block that globals registers in which room each character is?
Meaning:
If Character A is room 1 and character B room 4, then follow premade path (those paths from WED) to the correct room, then resume default pathfinding routine?

Thanks in advance tongue


Hello, it is me,

Middleagedchineseman!

Note: Not actually Chinese, nor middle age