Comments (6)
This is so Pagio point and click can move forward, they would greatly appreciate it.
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I have this mostly done in a local branch. Will make a pull request when it's ready.
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:+1
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Not a complete solution, but #57 exposes the steering actuator's path to Python. Though you'll still need to hack something together, at least we're not wasting CPU re-calculating the path.
My endeavor to add the angle limit was a complete failure. It couldn't be done without either changing the behavior (effectively breaking other games, which is what I sorta did), cluttering the code with if statements, or completely re-designing the actuator. With logic nodes on the horizon I couldn't justify the redesign.
Unless someone has more to add, I think we can safely close this one.
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You can already get a path using navmesh.findpath
I already implemented it, and have a almost desited behavior,
and it also is a mess of if's :D
On Sat, Mar 12, 2016 at 9:14 PM, pqftgs [email protected] wrote:
Not a complete solution, but #57
#57 exposes the steering
actuator's path to Python. Though you'll still need to hack something
together, at least we're not wasting CPU re-calculating the path.My endeavor to add the angle limit was a complete failure. It couldn't be
done without either changing the behavior (effectively breaking other
games, which is what I sorta did), cluttering the code with if statements,
or completely re-designing the actuator. With logic nodes on the horizon I
couldn't justify the redesign.Unless someone has more to add, I think we can safely close this one.
—
Reply to this email directly or view it on GitHub
#17 (comment).
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Yes. This commit is for the deranged soul who seeks a foul incarnation of logic brick and Python without using navmesh.findPath to re-calculate the path. There is no performance gain unless already using the actuator.
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