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Thread: Easy Pathfinding Widget (extensionless)

  1. #141
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    Works as usual, thank you!

  2. #142
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    Can you please check my other problem if its possible, I guess you are an expert in this stuff : http://community.clickteam.com/threads/98171-Dungeon-Object-extension-problem-(extension-is-not-compatible-with-the-build-type)?p=699306#post699306

  3. #143
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    schrodinger's Avatar
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    Since I made another example which turned out nice,
    and could have been not very intuitive to do because required knowing the "inner workings" of the pathfinding engine,
    I thought it could have been useful for others too,
    see new "area example" frame, usual download location:

    http://www.lizardking.co/easy_path_w...ath_widget.zip

    it basically draws all reachable cells within a custom defined range of steps from selected player
    (you can set this range in "area_settings" object)
    could be useful for strategy games.. or who knows

  4. #144
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

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    I've been playing around with this for the past couple of days and it works really well! This does exactly what I had envisioned. Thanks again for all your help!

  5. #145
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
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    Yes, very nice example!

    I'm just wondering how you are getting around the flag limit? I thought you could only use flags 0-31 but your events reference flags 200+ - They usually wrap around and start overwriting each other after 31.

  6. #146
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    yes I didn't get past the flag limit - they do wrap,
    it's just that I keep using an old naming convention of mine..
    sorry if that's confusing, I plan on changing my convention in the future

    btw - forgot to mention that since the engine uses dagonal "weighting"
    (a diagonal step costs more than an horizontal step, since the player must traverse more pixels)
    the above example will show rounded step numbers
    and then the third diagonal step in a line will skip one step
    (+0.41 * 3 = 1.23 steps more every three)
    i.e. going from 2 to 4

    this could be modified if needed
    and does not occur if you don't use diagonal moves of course
    (you can always toggle flag 4 of easy_path_engine object to enable/disable 4 directional mode)

  7. #147
    Clicker Fusion 2.5Fusion 2.5 Mac
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    zip2kx's Avatar
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    Amazing as always!

  8. #148
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    I'm having some trouble with your widget. Basically I am unable to set solid objects for it not to move through. Any help on how I can achieve this? My solid objects are also interactable and so are set as active objects. This is because I have built both a map editor for my game, and also for being able to destroy objects, such as breaking down walls with a sledgehammer etc.

    What would be the best way to prevent the pathfinder object from passing through my active objects?

    Also, absolutely amazing work. This runs so fast and is very simple to use. It has made my NPC creation go by with ease

  9. #149
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    thank you guys!

    you need a slight modification to the easy_path engine behavior

    click on the easy_path_engine object and edit its behavior

    you'll find the "refresh map" group
    inside this, you need to duplicate the "obstacle detection" condition as showed below:



    event 35 above is the one you need to add
    instead of "engine overlapping backdrop" change to "engine overlapping (your active obstacle)"

    you can even paste this new condition outside the behavior in your main event list (if i.e. you use a qualifier for your active obstacles)


    Then after destroying one of your obstacles, or if you move/ create new obstacles in runtime, you need to refresh the map.
    You can do ths in two ways:

    A) fire a loop "refresh_map" 1 times (will refresh the whole map, so don't do too frequently to avoid slowdown)

    or

    B) manually set the single cell.
    simply set cell (xyz):
    Y(yourobstacle)/gridheight, X(yourobstacle)/gridwidth, 0
    of "easy_path_array" object
    to:
    -1= obstacle
    0= not an obstacle
    >0= "weighted" cell (i.e. for swamp, mountain cells if you would like them to "cost" more steps in crossing, so paths would search for less "costly" cells)


    This is a very quick operation so consider this if speed is an issue

  10. #150
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    That's fantastic, thank you so much schrodinger. I'll give that a try tomorrow (I'm working on UI stuff tonight, bit of chill out time ) and let you know how I get on. I can't see speed being much of an issue at this point in time, but it pays to be ready.

    As a suggestion for a future update, maybe create a flag which toggles between backdrop and Group.Obstacle or something similar?

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