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How can i make the pathfind not so smart?


how can i make the pathfind not so smart?

i’m using NavMesh + RichAI + NavMeshCut

what i am doing is

let a monster attack an area surround by walls.

for now , if some where have a break point (wall has been destroy), all the monster will turn around ,try to get in from that point.

what i want is keep that feature but in a small distance, so if the break point is far away from current position, the monster will ignore that.

how can i do that


Not really A* related, more of an AI question.

But you can calculate the length of the generated path and if it’s “much” longer than the sum of paths to the closest wall + path from closest wall to final destination, then attack said wall.

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