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[HB] General pathing issue - for the Devs

thedon19

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Hi to the developers,

Just wanted to put this one forward.

I think the logic for when the character moves need to be fixed. From what I see, when HB moves my toon it tries to take the shortest distance between two points, which often will take it alongside a wall or rock/lamp/tree/etc, as opposed to the the open free area that might be right next to it.

Take a look at my (horrible) picture attachment for an example
Black - Represents say a wall - or an area the toon is not going to walk
White - represents say a path, or the general area/direction the toon will follow
Green line - represents a "good" unobstructed route through the path. This would be "good" because there is no chance of hitting a wall or object
Red line - represents the actual path the bot seems to take, brushing it up against a wall (which may also have things against it, lamp posts/trees/rocks/etc).
Red Circle - represents the stuck point. Basically what I often see is the bot runs this way, and then gets stuck against the wall/object. It keeps running into the wall/object, making it look very bot like, then unstuck procedures kick in. Often when the unstuck procedures kick in, the bot runs backwards and sometimes goes back to the same point.

What am I trying to say here? Well lets say the while area does represent the total area of space the toon can move. Perhaps what is needed is a calculation that says "this is the coord of one side, this is the coord of the other side, find me the middle point". Obviously it wouldnt be this simple, but I do think most of my "stuck" problems happen because the bots shortest path runs up against an "edge" area.

Perfect example is at the Frostwolf graveyard in AV. You rez, and the bot wants to go in the general left direction (or North on the map). So it makes a bee line straight through a tree/rock/fire thing and gets stuck. Sure I can put in a blackspot (though my Dev tools window isnt loading for some reason), however if the bot simply ran through the open area as opposed to the shortest route through various objects, there would be no need for a blackspot or unstuck process to kick in.

Again this is probably quite difficult, and if Ive seen this then I assume you Devs have and theres a reason this isnt possible. But thought Id chip in my 2c in the hope this helps out.

Cheers!
 

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i've been trying to fix most of these issues, a lot of the tiles i've remeshed to compensate for corners and for taurens, but sometimes we keep cutting corners

if you see this, please utilize the nav thread (and read the first post so you know what stuff I need)

Nav
 
Thanks for the reply Kickazz. Ill post whatever I find to that thread.

As you said, I think Taurens are the major problem due to size.

Thanks for all your hard work!
 
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