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Author Topic: [SOLVED] Crazy pathing plan  (Read 2272 times)

Drunkenoodle

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[SOLVED] Crazy pathing plan
« on: November 28, 2012, 05:05:50 AM »
Hello,
I have a plan to make a sort of Dungeon Keeper clone. But! There is a problem with using a pathing system. Sure it's fine to have them as a static pathway, but that wouldn't really work too well if you're constantly changing the map by digging away at various walls and making new paths along the way.

The main question, is there a way to get around this by adding a sort of dynamic path system? I'm fairly new to pathing in PM and Unity, but just in case there's anything that I may need to avoid, I had wondered if anyone else has had a similar scenario?

Cheers guys!
- D
« Last Edit: November 28, 2012, 11:16:43 AM by Drunkenoodle »

kiriri

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Re: Crazy pathing plan
« Reply #1 on: November 28, 2012, 06:50:01 AM »
There's an implementation of an A* algorithm by Aaron Granberg. The basic version is free and amazingly powerful. http://www.arongranberg.com/unity/a-pathfinding/

I started creating actions for it but it'll take quite some time if I'll have to do it on my own : http://hutonggames.com/playmakerforum/index.php?topic=2540.0
I'd love some help, but even without it you should be able to do a lot with just the plugin and the 2 actions I posted.

Best,
Sven
Best,
Sven

Drunkenoodle

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Re: Crazy pathing plan
« Reply #2 on: November 28, 2012, 11:16:11 AM »
Many thanks Sven, I made the epic mistake of not searching very far before posting up my question (apologies for that). I'll have a jolly good look to see what I can find and come with at the end of it.

Thanks again mate!
- D