Pathing

autograderautograder Join Date: 2011-06-24 Member: 106181Members
<div class="IPBDescription">In a patch, not so far away..</div>I'd like to offer kudos for the pathing (drifter/mac) system which has come a long way.

I can remember a few patches ago where it was quite terrible.. and we had lots of hate here, so - have some love!

Comments

  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    Jup you are right!

    <a href="http://www.youtube.com/watch?v=nYm2G4MnSkY&feature=youtube_gdata_player" target="_blank">http://www.youtube.com/watch?v=nYm2G4MnSkY...be_gdata_player</a>
  • UlmontUlmont Join Date: 2011-10-02 Member: 125211Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, Subnautica Playtester, Retired Community Developer
    I concur! Excellent work on the pathing, guys.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    edited October 2011
    Something I noticed in a game, cysts break pathing when they cover wall to wall.
    Make the pathing algorithm only check for obstructions at a certain height above the ground for fix.

    Or simply ignore objects on ground below a certain height.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    I did notice that making cysts on walls to avoid having to go down a set of stairs wasn't working as far as connectivity went... is it safe to assume cysts check the ground directly below them if they're on walls/ceiling to see if they're in range of other infestation?
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