Making a quick pathNodeGraph in script
by BryceSquared · in Torque 3D Professional · 10/02/2009 (10:49 pm) · 4 replies
If no one has done it yet what I was thinking was that i would be able to make a quick function that places a marker on each of the vertices in the scene and run it from console to see the results. This for an AI player to use by the way.
Are there any already in engine functions, that would allow me to get the positions of each vertice in the scene and then place a marker on top of each one.
If anyone has already made a system for this, please share I don't want to go into the C++ side of things a whole lot. (I can't write c++ at all, but i am trying to learn)
Are there any already in engine functions, that would allow me to get the positions of each vertice in the scene and then place a marker on top of each one.
If anyone has already made a system for this, please share I don't want to go into the C++ side of things a whole lot. (I can't write c++ at all, but i am trying to learn)
#2
I already have some sort of path finding code in the works but i need the nodes to be set up in the town before I can do any real work on it, e.g telling npcs how to get to the tavern and dring some beers then go to their houses and sleep for 8 hours.
10/02/2009 (11:04 pm)
@Phil, I don't think you quite understood what i meant. I just want to create these nodes quickly in the editor, not change and edit them during runtime. I could place them all manually, but there are going to be hundreds of markers and i really can't be bothered.I already have some sort of path finding code in the works but i need the nodes to be set up in the town before I can do any real work on it, e.g telling npcs how to get to the tavern and dring some beers then go to their houses and sleep for 8 hours.
#3
www.garagegames.com/community/resources/view/14558
10/02/2009 (11:08 pm)
Ahh right, my bad, so you are looking to build a complete node system? There is some info on navmesh/marker generation in some of the older resources. I've not used any, but I remember seeing some stuff you may be able to adapt to your needs. Maybe try looking through this one:www.garagegames.com/community/resources/view/14558
#4
THANK YOU PHILLLLLL!!!!!!!!!!! :)
10/02/2009 (11:18 pm)
That resource looks awesome! And the fact that deepscratch got it working in T3D easily makes me even happier!!!THANK YOU PHILLLLLL!!!!!!!!!!! :)
Associate Phillip O'Shea
Violent Tulip
In short, the pathing isn't flexible enough for you to be able to create, delete or edit a path or markers during runtime. This is part of the reason why I completely redid pathing for Verve. I needed a flexible, easy to use solution which had certain freedoms - one of which is being able to create/delete/edit paths and "nodes".