User talk:JBurgess
Hi JBurgess,
Was being impatient and asking where it was, but never mind :)
I found it. Thanks!
Whist34 00:42, 19 April 2006 (EDT)
Dynamic pathing?
I'm doing some research into dynamically generating dungeons, and was wondering if you knew if there was any way to alter cell pathing via scripts. It doesn't look like path nodes are treated like normal objects, so I'm guessing I probably can't use them with PlaceAtMe. Perhaps I could use AI scripts and Xmarkers to simulate pathing? Thanks. --Mrflippy 18:39, 19 April 2006 (EDT)
I went to the big guns to see if we had an answer for you. Here's what one of our programmers had to say about it:
There's no pleasant way to do it.
The only way pathgrids can be affected through script is with the EnableLinkedPathPoints and DisableLinkedPathPoints functions.
It would be ugly, but he could build a 3D regular grid of points where each point is connected to all the points its adjacent to. Then each point could be linked to a named reference. With this setup he could turn each point on and off individually through script. Each of these named references could have a script on them that does a DisableLinkedPathPoints OnLoad so all you'd have to do is turn on the points you want.
For example:
Assume you've placed a hallway piece at 0, 0, 0 that you know is 200 x 800. And that your regular grid has points every 100 units. To turn on the points running up the center of the hallway you'd do the following:PointRefP000N400P000.EnableLinkedPathPoints PointRefP000N300P000.EnableLinkedPathPoints PointRefP000N200P000.EnableLinkedPathPoints PointRefP000N100P000.EnableLinkedPathPoints PointRefP000P000P000.EnableLinkedPathPoints PointRefP000P100P000.EnableLinkedPathPoints PointRefP000P200P000.EnableLinkedPathPoints PointRefP000P300P000.EnableLinkedPathPoints PointRefP000P400P000.EnableLinkedPathPoints
Sounds like a headache, and that's assuming you don't attempt to generate dungeons with any verticality. Regardless; good luck! JBurgess 10:13, 20 April 2006 (EDT)