Quote:
Originally Posted by stefanhendriks
[...]so in theory i can make the path finder avoid falling when the health is low.
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Anyway, shouldn't the bots be just more careful when they have low health? Human players tend to act cautiosly when wounded, so the bots should act the same way. Maybe you can modify the amount of damage they will risk on a fall with their health and so, a bot with less than 25% would never try to jump down, meanwhile a bot in full health will risk even 15% falls.
About the "z" problems in navigation: maybe it's possible to make the bots think of the nodes as floors: if they find a direct vertical link they climb to the upper "floor". If it is blocked, then the "floor" they stand on has priority, and thus the bots wouldn't get blocked when they can't climb.
Quote:
Originally Posted by davek
not sure how the jump bit will work in the node, but will a bot jump every time it passes thru that node? or just when it is heading towards a certain other node? because they dont always need to jump, only if they are heading towards the crate/fense/hurdle/etc.
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One idea: you could make a jump flag composed of 2 nodes, so the bot only jumps when it passes through both nodes: the bot would only jump when running in a particular direction. The problem is with narrow spots (ie crates) where placing two nodes is almost impossible.