Me again, with yet another pathfinding example...
This is mostly a proof-of-concept at this point, and I haven't added the actual movement yet, but it does find a path - look at the bottom of the list output. I left in all the other debugging text, because it might help people understand what the algorithm is doing as it searches for a path. I will hopefully release a more polished example soon...
Like my previous example, it's an implementation of the A* algorithm on a non-grid-based map. Unlike my previous example, this one is designed to be extremely simple, but not necessarily efficient or robust (I expect it to be slow on maps with many nodes). It doesn't use any complicated maths, it's only about 35 lines of code (incl. comments) instead of 130, and you don't even have to define polygons any more.
It doesn't use any extensions, and in fact the only objects required are Actives and Backgrounds, so it should (though I have no way of testing this) be compatible with all runtimes.
As always, feel free to share, modify and use it however you want
btw: I only just noticed the new(?) "Pick objects with minimum/maximum expression value" condition, and it's super-useful, so thanks Clickteam!