A new build should be up within the next 10 or so minutes. Quick changelog:
Code:
Add the OffMeshConnection tag. You can now define custom connections in your profiles directly.
Added new profile shortcut API CreatureExists(creatureId, x, y, z, radius)
Exposed Navigator.OffMeshConnections so you may add/remove connections as you wish. Keep in mind that all connections are sent to the server on map change, and modifying them while already in a map, will have no effect until you load back in.
Added Buddy.Wildstar.Game.Matchmaking to help with some common matchmaking things.
OffMeshConnection tags are used as follows:
HTML:
<OffMeshConnection Name="Door 1" MapId="1344" StartX="9782.093" StartY="-929.5994" StartZ="5232.332" EndX="9782.13" EndY="-929.6563" EndZ="5217.152" Radius="0.4" Direction="Bidirectional" AbilityFlags="Walk" AreaType="Ground" />
Direction:
- StartToEnd (this is one-way from Start -> End)
- Bidirectional
AbilityFlags:
- None
- Walk (useful for letting the navigation know that a door is to be considered "always open", or you can actually walk up those very steep stairs)
- Jump (useful for simple jumps over small gaps)
- DoubleJump (useful for larger jumps over big gaps, or up to high elevators/places)
AreaType:
- None
- Ground (normal)
- Road (normal, unused currently)
- Elevator (instructs the navigator to assume we need to wait on an elevator object and take that up/down)
- Fall (just walk off the edge, ignoring any falling flags)
- Water (unused)
- Teleport (unused due to connection distance constraints)
- Portal (unused, same as Teleport)
Please note that these tags have the exact same format (except for the name of the tag itself) as those found in your OffMeshConnections.xml file. The tags in the global file are used for all navigation through any type of bot. Those used in profiles, are specifically for profiles. They are simply there to make it easier to share. If you have connections you think should be added to the "Core" bot, please just let me know and I'll get them added.
Lastly, connections have a distance limit. Due to our navigation lib, only adjacent navigation "tiles" may be connected to eachother. That distance is roughly 9f in game. I do not suggest trying to force connections over long distances, as that is not what these are meant to be used for!