Faatal,Gazz Hypothetical modding ai pathing question
@Faatal,Gazz
I know that you normally do not look at the modder's section,
or at least that is what was posted; real or not doesn't matter.
Can this possibly help with the pathing. From a modders point of
view. First (at the moment) I have no clue how much coding it will
take. That's why im asking. It is simply a thought, if only a bandaid
then, ok. No harm No foul. If not it may resolve some binding issues,
presented to my modding idea, thought,code, gamewise.
:Binary:
Pathing plane has fixed distance.
Spawning distance is out of sensor range of BMHorde AI.
Horde spawn Hard Target is param1="EntityPlayer"
Presently referred to multiple times as GPS Horde.
Players are mobile; Base,storage,Cubbyhole Is relatively stationary.
Single hardtarget moves and has single "Beacon".
The game has a grid available now, the p_storm emitters. "Battleship"
Fully interactive grid sensors, al ready in plce not used in that fashion.
Gnamod primary target "Beacon"
Then incorporate a secondary target, to say a stationary base.
Could code conceptually tie vector3 position from param1="EntityPlayer" to
p_storm emitter. Creating a virtual, adaptive, fully interactive path, to
param1="EntityPlayer". no matter where they are on the map. high or low.
creating a 2d precursor to Legacy pathing plane. And assigning Mobiles, and
{stationaries "lot,building,rocks,trees 0} {pathable area 1}.
Hypothetically it would throw a monkey wrench into decoy bases, Since the
deployed ai entities would split between mobile and base destruction. This
is purely a modding question. :smile-new: Is\will the code be available to do
something like this or is it too far fetched.