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#editor

adrientd
It's mostly for me to explore what values are used
pegperegogaucho
No Pathfinding used
Download NoPF.mp4:



pegperegogaucho
Pathfinding used
Download WithPF.mp4:



pegperegogaucho
It doesnt even need to be valid/correct pathfinding, just any pathfinding at all and they will spawn at their positions :PogSmooch:
pegperegogaucho
Thank you again for this great feature adrien! This will surely come in handy for a few plans i needed to scrap in the past because they didnt work :peepoEvil:
adrientd
Yes, it will also be useful for Betah Rome. I finally managed to make Obelix walk there :LUL:
adrientd
Also I have a quick question for you @pegperegogaucho Can you confirm that the yellow spheres in the screenshot are the spawning points of the Romans?
pegperegogaucho
100% correct
pegperegogaucho
i dont know about that one in the middle tho
adrientd
Ah ok, they were all in CKSrvMarker
adrientd
maybe the middle one is used to reset the squad's position, or idk
pegperegogaucho
or maybe it isnt a spawn point 🤷‍♂️
pegperegogaucho
do they have any extra data associated with them?
pegperegogaucho
like if its only for pool group 1 or 2
adrientd
There is for every marker a position as well as 4 byte of extra data (2 bytes + 1 16-bit int, not sure what they exactly do for now)
pegperegogaucho
is it also possible to change the height of the pathfinding?
adrientd
If you're talking about its bounding box, then it's fixed at 50 I think, for now
pegperegogaucho
@adrientd one question, are you on crack?
adrientd
:PauseU:
adrientd
wut