NoDoes this bot utilize Coroutines/TreeSharp like HB?
Yes. This is not HB\AB feature, this is c# featureAm I able to use Async/Await functionality in my projects?
No ETA for this. Mesh navigation depends on many factors and game files. In case of AA - there is no build in mesh navigation.What is the status of the Meshing/Navigation?
Yep.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, i`m working on this. But AA have alot of static objects, so.. Hope i will release something related to better navigation this winterCould a crude navigation not be created by taking the Heightmap, and Static Objects 2D Area? Coupling that with some basic anti-stuck?
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![]()
This kind of movement bugged in many zones. This is not mesh movementOut, 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?
If you would be willing to publish said code on GitHub etc I would be happy to contribute to its development.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