User Tag List

Results 1 to 4 of 4

Thread: Pathfinding & new obst. (actives) at run time

  1. #1
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module
    Tuna's Avatar
    Join Date
    Feb 2008
    Location
    Central Texas
    Posts
    1,853
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)

    Pathfinding & new obst. (actives) at run time

    I'm trying to do pathfinding and add path obstacles at run time by adding active objects.

    I don't quite understand if the advanced path finding object is capable of that.

    I'm also considering the advanced path object, but I can't tell if either of these controls are viable.

    Can anyone point me in the right direction?

  2. #2
    No Products Registered

    Join Date
    Mar 2007
    Location
    Sydney, Australia
    Posts
    1,369
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Pathfinding & new obst. (actives) at run time

    Advanced pf object is definately capable of that, its the most complex and versatile pathfinding extension ever made for a clickteam product.

    Note that the pathfinding objects are generally grid based, which means that it probably isnt suitable for games that are not. My advice would be to go over the APF example files thoroughly and experiment with it. All you need to do is learn how to define obstacles at runtime and its quite easy.

    I dont really have any experience with advanced path object, i think is more suited to non grid based games as it moves object using vectorial movement between current position and target position, so if your game is not grid based then this would probably be better suited.

  3. #3
    Clicker Multimedia Fusion 2
    SEELE's Avatar
    Join Date
    Jul 2007
    Location
    Terra australis incognito
    Posts
    1,916
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Pathfinding & new obst. (actives) at run time

    That's good advice ^, and yes the APF is capable of modifying obstacles at runtime.

    They are both grid based but the APF has lots of features which allow you to hide that; but keep in mind the APF (unlike the normal pathfinder object) requires the .NET 2.0 fix on both your computer and the final clients computer.

  4. #4
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module
    Tuna's Avatar
    Join Date
    Feb 2008
    Location
    Central Texas
    Posts
    1,853
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)

    Re: Pathfinding & new obst. (actives) at run time

    Thanks, these are helpful posts. I may have more questions coming soon.

Similar Threads

  1. time/split time for racing game
    By ptiseigneur in forum Multimedia Fusion 2 - Technical Support
    Replies: 4
    Last Post: 24th September 2012, 06:05 PM
  2. Possible Y position bug of actives
    By nivram in forum File Archive
    Replies: 2
    Last Post: 17th November 2011, 10:58 PM
  3. Make a time machine run with lower time complexity
    By Pixelthief in forum Multimedia Fusion 2 - Technical Support
    Replies: 48
    Last Post: 12th March 2009, 10:10 PM
  4. Using Actives As Buttons
    By Pkeod in forum Multimedia Fusion 2 - Technical Support
    Replies: 3
    Last Post: 9th September 2006, 08:12 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •