A* Pathfinding Project

Movement Rts for moba


#1

Hi, I bought your product more than 8 months ago and I had to remove it from my project since it did not meet my needs, the last thing I tried was a new project that you uploaded from rts and did not yet meet my needs, I would like to know if this project is going To meet my needs someday.
My needs are simple, I expose them in the following sections:
-Movement of units that collide with each other (should not push other units)
-When moving a group of units that are trapped by other unselected units, they should not push the unselected units, they should approach the nearest point of their target and stop.

The movement I ask for is the same as that of any moba, example dota2.

I have been able to get these needs through the navmesh classes of Unity, why can’t you get this simple way done?


#2

Hi

The rts beta has been improved a bit from 8 months ago. It might meet your needs now. You can download the latest beta (https://www.arongranberg.com/astar/download) and try it out.

You mean that if you have a ring of unselected units surrounding a group of units that you want to move far away from there. Then they should still not push the units surrounding them away? That sounds like unconventional rts behaviour.

May I ask how you approached this using the Unity navmesh classes? It may be possible to replicate that behaviour if you tell me what you did.


#3

can you give me some news please.
I need to know what state the rts mode is in, if the problems I mentioned have been solved


#4

Hi

You never answered my questions, so it’s hard for me to tell you if it fits you better now.


#5

Hello, I downloaded the RTS version and I told you the things that they do not have to do, which were the following:
-When moving a unit between other units, non-displaced units must not move.
-Sometimes it stays in an infinite loop when you move a group of units in a space where there are other units.

I would like to know what is the latest version of RTS available at the moment and test it …

About the system that i currently implemented with unity’s navmesh system, I will explain it in an mp for you.

With the explanation i that mp commented for you, you can correct the loop when trying to reach your destination.
When you station a unit, can you mark that position on the map as non-navigable?
Could anchor the units and not move them when other units try to pass for their place?

I wait for your answer and that we can get to get this movement, thx.