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Teaser Video of HB2 Nav System

In my opinion the bot had many bugs and was not perfect but now I know it's worth the money for my lifetime version. I was always too lazy to take a look at .adt and auto meshing and so on but there is code everywhere for this so it's just begging for being implemented.

Videos look really cool. Can't wait to make my 'take all FPs' profile ;-)

1. What algorithm do you guys use for route finding? A*?
2. Will s.th. change in the way you monitor Warden in V2?
 
The mesh/navigation files are just maps as it were, the profile actually tells it where to head.
If you download a fresh profile with mesh file and open up the .xml in something like notepad you will notice the profile defines several places called hot spots.

With the new system I *assume* you will simply only have to create hot spots which makes the possibility of creating unique profiles almost endless.


This is true. The "Meshes" are already rendered of the world. I have seen mains process for doing this and I am in awe. Every box, nook, cranny, is mapped and as soon as you hit start it takes your current location and maps a route to the destination. All objects that might get in the way blocked from the path and therefor the bot will go around the object. It also takes into account the greatest possible angle of acent. If the bot can not go up a hill then the hill is avoided.

Amazing stuff, seriously amazing.
 
Just out of curiosity....since you said there are not actual meshes involved for the navigation of the bot....how do you actually tell him to go to a specific place?

I don't think its as easy as telling him the coords of the destination, is it?

Could you give us a few details as to how pathing works? Or rather what will be the equivalent of the mesh/profile from the current version?
The system still uses meshes, they are just fully automatically made and are polygon based instead of point based.
And yes, it is as easy as telling the navigator the coords of the destination.

In my opinion the bot had many bugs and was not perfect but now I know it's worth the money for my lifetime version. I was always too lazy to take a look at .adt and auto meshing and so on but there is code everywhere for this so it's just begging for being implemented.
(Chandler from Friends' voice): Where?!

1. What algorithm do you guys use for route finding? A*?
Detour uses A* on the polygons and then a simple funnel algorithm to find the path through those polygons.

2. Will s.th. change in the way you monitor Warden in V2?
I don't know.
 
I made my lock run from STV to Stormwind yesterday, just to see if she could. She did.


Lol.
 
Hmzzzz... any chance of a beta release? Current version really isn't working for me anymore and this looks just awesome!
 
Hmzzzz... any chance of a beta release? Current version really isn't working for me anymore and this looks just awesome!

Beta release has gone out to those that need it, I think us standard users will need to wait for an actual release which I can imagine isn't going to be that long of a wait.
 
Hmzzzz... any chance of a beta release? Current version really isn't working for me anymore and this looks just awesome!

The version we're using is strictly for nav, it doesn't have any plugins, cc's won't work, no infopanel, etc. Its just literally a stripped down version for nav only. Better off just trying to get the current HB release to work :)
 
*Impressed*. Only problem I see: It works TOO good. Hardly anyone can run/ride like this manually^^.
 
Wheres my beta version -pft-
Get it out already, Been needing this new nav system for about 2weeks already :P
 
Just curious how clever it is in BG's does it retain it smart pathing once its targeted a char or does it just take shortest route?
 
Just curious how clever it is in BG's does it retain it smart pathing once its targeted a char or does it just take shortest route?

That's all up to the CC using it.
 
I always thought it was just a limitation of the programme but i dont think ive come across a CC in HB that was smarter than jumping and straffing once it had targeted a mob, not a problem against npc as they are usually polite enough to come to you but chars in Bg's arent so co-operative

Im probably wrong (and im not having a go) but i honestly cant recall seeing my bot (s) clever enough to run round a building (not strafe) or up and round a path (as opposed to trying to get up the vertical wall) to close ground with a char target
 
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