Posts by Mokhtar

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    Hey, Mokhtar, do you think you could perhaps port the integrated path planning to other runtimes, by any chance?

    Technically it's doable of course. I would say the XNA port would be the easiest (but probably least needed). Porting the advanced features may be difficult, but a subset of the most common may be feasible. There hasn't been much demand for a port so far though. The main problem is my severe lack of time. However, if any of the extension developers has the time and is interested in porting it, I can definitely help them out.

    OK, I'm finally back. I see what's happening now, it's crossing the node for a moment and the event to orient triggers before the path is updated. This could be fixed by setting a larger grid tolerance in the extension properties. But a more direct fix would be to simply slow down the orientation event a bit, it worked fine with a 5/100 of a second condition.

    Of course, the ideal solution would be to have an invisible marker jump to the nodes until the agent collides with it, as that would allow for smother paths.

    The upcoming pathfinding object is called the "navigation mesh object". There is a video that shows the ClickConvention presentation on it here (which should answer your question): Please login to see this link.

    Thanks. That's a neat extension, it's great to see these things coming. Although this is not a "pathfinding" object per se, this one seems focused on mesh geometric calculations which is a different (and still difficult and relevant) kind of problem. Path smoothing via splines of whatever, is a very nice feature to give realistic motion right away instead of doing it using a separate movement.

    Panchos, sure. If you don't hear from me in a week, ping me again. I can't recall the events/actions now as it has been a long while, but I do recall having a chase example bundled with the extension. I am assuming you already looked at it.

    OK, one thing to look at are the action points for both objects, are they aligned? Second quick hack until we figure out the cause is to manually skip one step once you found a path.
    Note that the plan paths operation may take slightly longer time than the other operations, so if you are doing it so frequently the object might have moved by the time it is done. If I recall correctly, there was an event that was called once the planning was completed and a path was found. You can use that to skip the first step.

    Alternatively, you could use a marker object and place it right at the next node, and have it update its position whenever the agent touches it. If it is bigger than the tile, it should be touched right away even if it is one tile off.

    There is a distinction about the CT concept to "scripting" games/applications and what the underlying engine can do. These are two separate factors. As a scholar in the field of game development, I have dealt with a large number of systems and can confidently say that CT's scripting concept is by far superior. Scripting systems should be designed to be simple and elegant rather than complex and powerful (since the real power comes from the engine behind it).

    While the 3D factor is indeed a weak point in MMF so far, it is quite possible that soon enough MMF can collaborate with independent complete 3D engines (like Unreal perhaps) instead of having to integrate our own 3D engine into it. Even the high end 3D engines are still annoyingly cumbersome to script, which makes this prospect quite a viable option.

    Not as many as they should. The main problem seems that a lot of people are unaware of MMF2, but most people that try it are impressed by what it can do. I think it's a matter of time until the tides are in our favor and it becomes a question of "Do you I need to buy it" instead of "What is it?"

    That answer was specifically for your problem. You basically just use the same event you're using now, but you would put in it the action to generate a new number as well after using the current one. This will cause the event to trigger again once the new number is generated (no need for an explicit loop).