I've started on a new project. A map that has wrap around, kinda like in Joust or Pac-Man where you go to the left of the screen and come out on the right. I have set up a trigger easy enough from a nice forum post that teleports a unit that enters a region. My next challenge is, how do I make the AI recognizes the wrap around?
For some deeper insight, my map has 3 lanes and units that spawn from the top of those lanes travel to the bottom. Players can direct that AI to adjoining lanes, however, the AI units do not recognize that the outer 2 lanes have a path between them. How can I get them to?
I fear this is very complex AI and Custom tiggers, both of which I am terrible with. Maybe someone knows of an easy way to do this, or perhaps would like to take up the challenge themselves?
I'm not too familiar with AI, but you might be able to compare the pathing cost to get to a location without wrapping around to the combined pathing cost to get from the unit's position to the edge of the screen, then from the teleport location to the destination. Then order the unit to move to whichever is less.
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Hey Mapster, long time no see!
I've started on a new project. A map that has wrap around, kinda like in Joust or Pac-Man where you go to the left of the screen and come out on the right. I have set up a trigger easy enough from a nice forum post that teleports a unit that enters a region. My next challenge is, how do I make the AI recognizes the wrap around?
For some deeper insight, my map has 3 lanes and units that spawn from the top of those lanes travel to the bottom. Players can direct that AI to adjoining lanes, however, the AI units do not recognize that the outer 2 lanes have a path between them. How can I get them to?
I fear this is very complex AI and Custom tiggers, both of which I am terrible with. Maybe someone knows of an easy way to do this, or perhaps would like to take up the challenge themselves?
I'm not too familiar with AI, but you might be able to compare the pathing cost to get to a location without wrapping around to the combined pathing cost to get from the unit's position to the edge of the screen, then from the teleport location to the destination. Then order the unit to move to whichever is less.