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Author Topic: A* pathfinding (stable 0v841)  (Read 226748 times)

rik

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Re: A* pathfinding (stable 0v841)
« Reply #375 on: April 09, 2015, 08:41:23 AM »
Hi i try to import a star actions and try to install using py code but it was having errors
Assets/Plugins/FsmPathfindingWrappers/FsmPathfindingC/CalculateETA.cs(10,2): error CS0246: The type or namespace name `Tooltip' could not be found. Are you missing a using directive or an assembly reference?

rik

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Re: A* pathfinding (stable 0v841)
« Reply #376 on: April 09, 2015, 08:49:58 AM »
can some one make actions for latest update

Scrawny

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Re: A* pathfinding (stable 0v841)
« Reply #377 on: April 13, 2015, 08:40:42 AM »
Just throwing this out there, I made the mistake of running the installer not in the installer folder, but just casually in the assets folder. It ended up deleting ALL my assets. So yeah, that happened.
I know I should've followed the instructions to a T, but sheesh... might want to do something about that, or at least put up a warning or something

mweyna

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Re: A* pathfinding (stable 0v841)
« Reply #378 on: April 23, 2015, 05:07:03 AM »
Any updates on making this work again?

rik

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Re: A* pathfinding (stable 0v841)
« Reply #379 on: May 03, 2015, 08:07:42 PM »
It was listed on wiki if it does not work no one was ready to make actions for this then it should be removed on wiki.

mweyna

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Re: A* pathfinding (stable 0v841)
« Reply #380 on: May 18, 2015, 12:14:15 PM »
Bump.

rik

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Re: A* pathfinding (stable 0v841)
« Reply #381 on: May 18, 2015, 01:31:25 PM »
i have found that it was waste of time bumping the thread try to use navmesh

muppetpuppet

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Re: A* pathfinding (stable 0v841)
« Reply #382 on: June 27, 2015, 04:58:39 AM »
I'm still using one of the old versions, lol.   It works for me.. but In hindsight should've used navmesh instead.

Still the setWalkablein Area has a offbyone error causing the first node to not have its walkability set. (the one in the centre of your area offcourse ;)

Anyway for that one person out there banging his head on this. (p.s i've had this working since 2013 I guess, so don't take this as a notice anyone sane is still working on this ;)

Phuzz

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Re: A* pathfinding (stable 0v841)
« Reply #383 on: September 12, 2015, 07:03:07 AM »
HEllo,

Smooth Turns option on the Movto Action seems to crash unity, its a very important option in A*, I know this thread seems a bit abandoned but if any one knows how to solve this problem would be great.

I am able to use Moveto action successfully except smooth turns.
Bzilla Games "Education with a Tickle!"
Qbucket Games "Voxel Games"

rik

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Re: A* pathfinding (stable 0v841)
« Reply #384 on: September 12, 2015, 01:47:36 PM »
Hi
better use unity navmesh it was also working good

hensoup

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Re: A* pathfinding (stable 0v841)
« Reply #385 on: September 14, 2015, 04:23:39 AM »
bingo!

these two scripts work great with it.
just use set properties




using the latest version

Phuzz

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Re: A* pathfinding (stable 0v841)
« Reply #386 on: September 29, 2015, 05:46:59 AM »
Hello,

That sounds like a good idea, my main issue is smooth turns, is it working in this method?
Bzilla Games "Education with a Tickle!"
Qbucket Games "Voxel Games"

hensoup

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Re: A* pathfinding (stable 0v841)
« Reply #387 on: October 21, 2015, 10:58:23 PM »
seems like it's working it's how you tweak the seaker script varibles

bizilux

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Re: A* pathfinding (stable 0v841)
« Reply #388 on: April 29, 2016, 01:15:06 PM »
can this be resurrected? thread has like 65,000 views... a lot of interest in a really good pathfinding solution... too bad... too bad

muppetpuppet

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Re: A* pathfinding (stable 0v841)
« Reply #389 on: May 02, 2016, 04:56:05 AM »
I've update to the latest version.  If you remove the .nodes namespace and replace node with graphnode, you can get it to work with the latest A* and unity 5.3+

However i'm desperatly trying to reconstuct the set walkable in area, but with little luck.  ;(

but the moveto.cs  is working properly ;) i can confirm.