faatal
Fun Pimps Staff
The path grid heights are based on down raycasts hitting colliders, so block type does not matter so much there. The scan height is the entire world height. No limit there. There are then various block checks below/above/next to the heights that are hit, but a path is pretty much just a path through all those linked nodes. The only real difference is what it costs. Going up costs more if you have to jump. If a sideways check hits a low slope, then the cost is the same as just moving sideways.faatal,
AI pathing question: how does height differential work? Any difference between generated terrain compared to player placed blocks? I'd like to build a hilltop base and wondering if it's reasonable to expect z's to path up a ramp when it raises say 20 blocks. From the testing I've done it seems like they'll take a 13 block tall stairway if there aren't any spikes. But that elevation change was all placed blocks being supported by placed pillars; not naturally occurring terrain.
The spot I'm eyeing is the southern of the two islands in the western lake in Navsegane. On it's north side the high ground's a pretty ideal spot for a small castle, and the spine running down to the south seems custom made to build an access road.
I recall you mentioned a limit to how high/low was being checked; performance impacts which makes perfect sense. Not trying to open the xmas gift early, just wondering if a more medieval approach towards bases might work.![]()
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Hats off to whomever built the new Shotgun Messiah Factory, did a hell of a job. That's one very cool POI. :rockon:
Destroy area has small limits in how high it will check.
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