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HB Community Dev Moving to AA - Questions

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Smarter

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  1. Does this bot utilize Coroutines/TreeSharp like HB?
  2. Am I able to use Async/Await functionality in my projects?
  3. What is the status of the Meshing/Navigation?

These would be some great starter questions to have answered. Thanks!
 
Does this bot utilize Coroutines/TreeSharp like HB?
No
Am I able to use Async/Await functionality in my projects?
Yes. This is not HB\AB feature, this is c# feature
What is the status of the Meshing/Navigation?
No ETA for this. Mesh navigation depends on many factors and game files. In case of AA - there is no build in mesh navigation.
 
Thank you very much that is most helpful.

So currently there is no foreseeable method for mesh generation ?
 
So currently there is no foreseeable method for mesh generation ?
Yep.
All i have ATM - its heightmap. Game world contains also thousands of game objects, and CE3 calculate their "meshes\obstacles" from their 3d models. Build in "navigation" - its ostacles calculation + bad zones. Without build in mesh navigation\maps, that i can use for AB meshnav :(
 
Yep.
All i have ATM - its heightmap. Game world contains also thousands of game objects, and CE3 calculate their "meshes\obstacles" from their 3d models. Build in "navigation" - its ostacles calculation + bad zones. Without build in mesh navigation\maps, that i can use for AB meshnav :(

Could a crude navigation not be created by taking the Heightmap, and Static Objects 2D Area? Coupling that with some basic anti-stuck?
 
Could a crude navigation not be created by taking the Heightmap, and Static Objects 2D Area? Coupling that with some basic anti-stuck?
Yep, i`m working on this. But AA have alot of static objects, so.. Hope i will release something related to better navigation this winter
 
Yep.
All i have ATM - its heightmap. Game world contains also thousands of game objects, and CE3 calculate their "meshes\obstacles" from their 3d models. Build in "navigation" - its ostacles calculation + bad zones. Without build in mesh navigation\maps, that i can use for AB meshnav :(

Out, I just noticed lately that actual click in game with mouse to move behind, lets say, fence will make my toon run around this fence to this point. Cant this be utilized in bot movement?
 
Out, I just noticed lately that actual click in game with mouse to move behind, lets say, fence will make my toon run around this fence to this point. Cant this be utilized in bot movement?
This kind of movement bugged in many zones. This is not mesh movement
 
Yep, i`m working on this. But AA have alot of static objects, so.. Hope i will release something related to better navigation this winter
If you would be willing to publish said code on GitHub etc I would be happy to contribute to its development.
 
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