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.
thanks for reply.
sorry not reply soon, i was busy on something else
so . for now i try to calculate a path before RichAI.SetDestation. (so that if the path is to long then ignore the target).
but i can’t get the right path.
what i do is:
//Call for path calucalte
var p = ABPath.Construct(startPos, endPos, OnPathComplete);
Debug.DrawLine(startPos, endPos, Color.white, 2f);
private void OnPathComplete(Path p)
GameFunnelModifier.Instance.Apply(p); //Global GameObject with FunnelModifier attach
for (int i = 0; i < p.vectorPath.Count - 1; i++)
var s = p.vectorPath[i];
var e = p.vectorPath[i + 1];
s.y = e.y = 2f;
Debug.DrawLine(s, e, Color.green, 2f);
the white line is showing the start and end pos i was request for path calculate.
the green line the path result with FunnelModifier.
so how can i get the right path?