I was having to add a lot of hacks to AIPath in 4.011. For example, controlling orientation myself, and finding out what the next waypoint is. Once I upgraded to pro (4.1.9) I was able to take a lot of the hacks out, so this is a big improvement.
Here’s a few things I still had to change, which I am listing as suggestions:
Make acceleration a public member.
Let me pass a graph mask to AIBase
Allow for strafe movement, at reduced speed
Allow me to pass a precalculated path. I do this because I get a path to find out if a target is reachable before I start walking to it. I’m currently doing something like this:
multiTargetPath.SetPathParametersForReturn(idx);
// Act as if a new search had been requested
aIPath.OnSearchPath();
// Run modifiers
seeker.RunModifiers(Seeker.ModifierPass.PostProcess, asynchPathCallback.multiTargetPath);
// Act as if a new search had been completed
aIPath.OnPathComplete(asynchPathCallback.multiTargetPath);