Oh, yep, you were right . Can’t believe that it was so easy
thank you!
I was avoiding RichAI, thought it would be harder for CPU in rts with many units, but I noticed that you are actually always recommending if someone doing RTS, feel like I have to do the same, because I’m already using modifiers and RVO and navmesh
I did for AIPath some path builder for shift+move commands ,
and used for RichAI, but looks like it’s trying to skip the path, and get to exact destination.
and ignore addition path’s parts at all.
Trying to figure out how to play all path, and another fact
if I’m using StartPath(pathCurrent);
it didn’t read last point as end of the path,
but if I play SearchPath() it plays like end of the path
It was something with stop start speed, but I read here that it can be fixed, just forgot how ), but I have one animation that is playing when agent has started a path and reached the end of the path, I did shift+patrol, shift+move, shift+agressiveMove, shift+follow, shift+focusfire, shift+energycast and others that I can mix while building one path by clicking shortcuts and added some commands that can play while agent is moving like switch attack mode, or hit or dodge or block movement without path calculating, it just switched to root animations and then it backs to the calculated path
yeah, I think that the main problem was solving start/end events and something with root motions, can’t even remember, but here is an example
one archer running circles via shift move command while others are attacking.
since then I thought that building path separately from the units commands is better idea, I can build for example one path for all selected units, just have noticed that ))