Greetings all,
Working on a 3D grid based game and, after rolling my own pathfinding system, I found this and wanted to see if I could get more out of it that I have. So far, I have a layered grid graph set up and, after looking at the turn based example, have constant path to get the initial available movement. That all said, have a couple lingering questions. Still a bit new to the tool so forgive me if these are obvious.
Here’s a quick screen as an example:
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Is there any way to have the ConstantPath take height into account when building a path? In the picture, the unit has a movement of 4 blocks but a jump of only 1. ConstantPath returns the tiles on top of that land bridge. If there a way to rig it to take height into account? Been trying to fiddle with the elevation penalty rule but haven’t been able to get it figured out.
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For the grid graph, is there a way to implement a sort of “gap jumping”? So, with that gap on the land bridge, if a unit had enough movement, they’d just “hop” over it to the next tile rather than walk around. I thought I had read on a post here that there was a “Link” option or tab, but haven’t found it.
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I had actually just noticed in the image that the tales under the bridge aren’t being returned when they should be. Is this a problem of needing to add more layers or something? Wasn’t sure what might be causing that.
… I think that’s everything. Sorry for the long-winded post. I’ll keep scanning the docs and forums but wanted to make a post in case someone has been here before. Thank you all very much for the time!
-Mike