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Thread: Walls in iso?

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    Walls in iso?

    Ok I have the iso pathfinding, map editing and all sorted out and works great.
    Now I want to put proper walls into the game I relized I cannot create walls in between the tiles, in other words I have to use one tile as on obsticle, thats going to look bad.
    I tried putting the wall more to the middle of the tile but that also does not give a good effect.
    I Looked again at Jagged alliance 2 and they have done it somehow.
    Any Ideas how to pathfind around a object between two cells?
    Hope this makes sence.

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    Re: Walls in iso?

    Change the size of the path finding object's internal grid squares.
    Working as fast as I can on Fusion 3

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    Re: Walls in iso?

    that will only mess up my pathfinding movement.

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    Re: Walls in iso?

    Well then quit using the path finding object.

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    Re: Walls in iso?

    ok so how do I pathfind otherwise???

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    Re: Walls in iso?

    Look, what's keeping you from getting the player to pathfind for the object?
    Working as fast as I can on Fusion 3

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    Re: Walls in iso?

    In other words the obsticle is in between the pathfinding grid system. I still need to use both tiles on each side of the wall.

    ...let me guess you are going to tell me to go build a custom pathfinding object using an array?

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    Re: Walls in iso?

    Make the wall take up one whole quare then...
    Working as fast as I can on Fusion 3

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    Re: Walls in iso?

    Quote Originally Posted by _LB
    Make the wall take up one whole quare then...
    YEA!

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    Re: Walls in iso?

    Everyone doesn't seem to understand what they are talking about, so I will attempt to help you.

    The Pathfinding object is quite limited. In more traditional languages you would use large nodes, switching to smaller nodes when needed for things like walls.

    This is called Two-Tiered Pathfinding and an article about it can be found here:Two Tiered Pathfinding

    Unfourtunately the pathfinding object doesn't support this directly... Also you would want to use a smoothing algorithm to reduce waypoints and make for smoother motion (in any pathfinding system for an isometric game): Towards more realistic pathfinding

    If you want to learn about the basics of pathfinding then read:

    A* Pathfinding For Beginners

    Sorry I couldn't be of more help.

    Good luck.

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