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#editor

pegperegogaucho
theres no way that the pathfinding works like that
mr.rubinshtein
it projects where bots can step
adrientd
Basically it's a grid with blocking/non-blocking cells
adrientd
But you can also have multiple grids with transitions between them
pegperegogaucho
could you show it for the first sector of rome?
adrientd
mr.rubinshtein
this is really amazing and helpful
mr.rubinshtein
its something like navMesh in unreal engine
pegperegogaucho
whats that bounding box @ the bridge
adrientd
it probably has its own pathfinding grid
adrientd
It"s very small
adrientd
but you can see it has two transitions
adrientd
to fight below and to the top
mr.rubinshtein
does it even need pathfinding for enemies?
mr.rubinshtein
i mean they can get on it anyways
adrientd
the enemies use the pathfinding
adrientd
because I had a bug in saving back the grids and it affected both enemies and partner
mr.rubinshtein
the pathfinding of bridge?
pegperegogaucho
choreography doesnt need pathfinding tho
adrientd
I think for choreographies the pathfinding is used to find a path for a roman to go to the choreography spot as near as possible.