User Tag List

Page 1 of 2 1 2 LastLast
Results 1 to 10 of 15

Thread: Integrated Path Planning issue

  1. #1
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleFirefly 3D Module

    Join Date
    Oct 2006
    Posts
    138
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Unhappy Integrated Path Planning issue

    I'm using Mokhtars Integrated Path Planning object (MMF2 dev only) for pathfinding in a little game.

    Moving an enemy to a fixed location works smoothly, no problems.

    When I try to use the object to make my enemy CHASE the player though, there's a little issue- it flickers direction every x time it runs the path planning event. It looks unsightly like the enemy is having a seizure.

    Attached a basic 4 line example to illustrate.

    IPP.mfa

    Anyone know a workaround or what I'm doing wrong?

  2. #2
    Clicker

    Fusion 2.5 MacFusion 2.5 DeveloperFusion 2.5+ DLCHTML5 Export ModuleiOS Export ModuleInstall Creator Pro
    Fusion 2.5 (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)Universal Windows Platform Export Module (Steam)
    ratty's Avatar
    Join Date
    Apr 2012
    Posts
    1,165
    Mentioned
    5 Post(s)
    Tagged
    0 Thread(s)
    Don't quote me on this because I'm not typically on the giving end of info on these forums (not for a lack of want!) but I think MMF2.5 will have a path finding movement built in. If that's the case, it might be wise to wait and see how it is before going forward with something else.

  3. #3
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export Module
    happygreenfrog's Avatar
    Join Date
    May 2011
    Location
    I.L.T.D.O.I.R (I.L.T.D.O.I.R's Location: The Dimension Of Infinite Recursion)
    Posts
    4,307
    Mentioned
    4 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by ratty View Post
    Don't quote me on this because I'm not typically on the giving end of info on these forums (not for a lack of want!) but I think MMF2.5 will have a path finding movement built in. If that's the case, it might be wise to wait and see how it is before going forward with something else.
    There were no such announcements at ClickConvention, and I don't know of any other public info about it other than scattered about on these forums. However, there was a new pathfinding object announced at it, though it's a different kind of pathfinding entirely.

  4. #4
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleFirefly 3D Module

    Join Date
    Oct 2006
    Posts
    138
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    I'd check a new one out should it come, but for now I need a quick and dirty fix for this one so I can progress with my game

  5. #5
    Clicker Fusion 2.5 DeveloperiOS Export ModuleSWF Export Module

    Join Date
    Jul 2006
    Location
    USA
    Posts
    461
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Try reducing the size of the tile to verify the cause as I suggested in the private message. I am out of town so I can't try your example yet.

    Out of curiosity, happygreenfrog, what will the new pathfinding object do?

  6. #6
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleFirefly 3D Module

    Join Date
    Oct 2006
    Posts
    138
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    I did try that but no luck. Current tile size is 16, seems to be worse if I reduce it. Trying to look into a way of working round it

    Here's an image of the code:


  7. #7
    Clicker Fusion 2.5 DeveloperiOS Export ModuleSWF Export Module

    Join Date
    Jul 2006
    Location
    USA
    Posts
    461
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    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.

  8. #8
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleFirefly 3D Module

    Join Date
    Oct 2006
    Posts
    138
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    The action points are aligned yeah

    Can't see any 'On path found' or similar event

    I did a fix using the marker idea you mentioned, seems to work okay for one, although it's a struggle getting it working for many

    Hopefully you'll be able to take a look when you're back,

    Thanks

  9. #9
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export Module
    happygreenfrog's Avatar
    Join Date
    May 2011
    Location
    I.L.T.D.O.I.R (I.L.T.D.O.I.R's Location: The Dimension Of Infinite Recursion)
    Posts
    4,307
    Mentioned
    4 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Mokhtar View Post
    Try reducing the size of the tile to verify the cause as I suggested in the private message. I am out of town so I can't try your example yet.

    Out of curiosity, happygreenfrog, what will the new pathfinding object do?
    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): http://www.youtube.com/watch?v=iLtbsm0YCuM

  10. #10
    Clicker Fusion 2.5 DeveloperiOS Export ModuleSWF Export Module

    Join Date
    Jul 2006
    Location
    USA
    Posts
    461
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by happygreenfrog View Post
    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): http://www.youtube.com/watch?v=iLtbsm0YCuM
    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.

Page 1 of 2 1 2 LastLast

Similar Threads

  1. Integrated Path Planing Object
    By Kisguri in forum Released Extensions
    Replies: 27
    Last Post: 12th July 2017, 10:48 PM

Posting Permissions

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