Hello Team,
I have searched for qualifier collision/movement based objects from Anders, pathfinding examples to prevent overlapping qualifiers controlled by "AI", coming to a conclusion that I must post. The movement is fluid to the destination when normal parameters are set. However I would like the path to control like zerglings in Starcraft or any other RTS. The zerglings in Starcraft stop movement when colliding against another zergling, when performing any basic movement function. However, they continue their natural movement towards the object- even if they run around a stuck zergling. I understand it gets astronomically complex after that, but I am looking for a simple solution. One which if the enemy gets stuck or stopped upon the same qualifier, it will just continue the path in front of it once the collision is clear. My theory is that I will have to create a "bubble" around the character and treat is as a collision detector to separate same-qualifier issues?
I prepared a rough example.
Example one in the picture is the fluid overlapping or stacking of enemies towards player.
Example two is the issue when I condition same-qualifier overlapping with any directional change. They seem to wiggle dance to the destination at random directions. I understand the problem, but trying to display my conviction towards the issue. Thanks and my apologies if I missed a thread with this solution.
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EDIT:: I found Anders' Flocking Object. This looks like exactly what I needed. I will re-post if necessary or if my search on forum: flocking becomes null.
Thanks!