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Get path between two GpsPoints?

What you're saying is indeed true.
But, I'm still going to try doing this with my method :p. (It's good coding practice at least)
I'm currently writing my own pathfinding solution with. If it's good enough, I might release it.
 
What you're saying is indeed true.
But, I'm still going to try doing this with my method :p. (It's good coding practice at least)
I'm currently writing my own pathfinding solution with. If it's good enough, I might release it.

Please, please incorporate vehicle travel into it if you do. The current gps is horrible for vehicles because it assumes you can instantly turn to face the next waypoint. In a vehicle it will drive to a point > assume it can instantly rotate > head towards the next point. It causes the vehicles to wiggle along the journey as it overshoots its original path and has to keep correcting itself making it really hard to navigate tight spots.
 
Please, please incorporate vehicle travel into it if you do. The current gps is horrible for vehicles because it assumes you can instantly turn to face the next waypoint. In a vehicle it will drive to a point > assume it can instantly rotate > head towards the next point. It causes the vehicles to wiggle along the journey as it overshoots its original path and has to keep correcting itself making it really hard to navigate tight spots.

Yeah, I was thinking to actually use the Core.MoveForward() and then use Core.Turn() to interpolate the corners. (No idea if this'll work for vehicles :/) Also, I'll maybe add some path variation.
I hope this will make the bot look more "human-like".
 
Yeah, I was thinking to actually use the Core.MoveForward() and then use Core.Turn() to interpolate the corners. (No idea if this'll work for vehicles :/) Also, I'll maybe add some path variation.
I hope this will make the bot look more "human-like".

I tried using Turn() with the cart, but it didn't do anything (probably tried to rotate the character, but since it's in driver seat...), so not sure how we could write cart navigation ourselves.

Edit: how could I miss RotateLeft/RotateRight ... Thanks Out for pointing it out
 
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I tried using Turn() with the cart, but it didn't do anything (probably tried to rotate the character, but since it's in driver seat...), so not sure how we could write cart navigation ourselves.
MoveForward + RotateLeft + RotateRight
 
I tried using Turn() with the cart, but it didn't do anything (probably tried to rotate the character, but since it's in driver seat...), so not sure how we could write cart navigation ourselves.

Hmm, that's quite a problem then...
I'm still working on the pathfinding and adding in support for airships and carriages, so I haven't really been able to test anything yet.
I don't have a farm cart in-game yet, so I won't really be able to test it out.

Btw, do we have acces to any sort of input class? It might solve our poblems partially.
Alternatively, we could simulate keypresses like shown here: Simulating Key Press c# - Stack Overflow.

Edit: Oh, thank you Out :p
 
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Awesome. For carts actually I think the main thing is to find how early to turn. Atm the bot will get to a point, rotate, move to point. Simply checking distance to next point and turning towards the following point earlier instead of once arrived might work quite nicely.
 
MoveForward + RotateLeft + RotateRight

What class contains those last two methods? I can't seem to find them anywhere.

Edit: The methods are just in Core, but they aren't added to the API-Docs: ArcheBuddy - Table of Content :p

Awesome. For carts actually I think the main thing is to find how early to turn. Atm the bot will get to a point, rotate, move to point. Simply checking distance to next point and turning towards the following point earlier instead of once arrived might work quite nicely.

The maximum turn speed for a cart is 22.9 degrees/s and the base speed is 4m/s
These values should allow you to figure it out easily ;)
 
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