playMaker

Author Topic: Tower Defense complication  (Read 1604 times)

ziron999

  • Playmaker Newbie
  • *
  • Posts: 1
Tower Defense complication
« on: March 03, 2015, 08:28:26 PM »
here is a screenshot of my problem.
http://answers.unity3d.com/questions/914669/navmesh-obstacledynamic-pathfinding.html
How would i do this in playmaker? is it possible? I'd be willing to pay $95 if this is in anyway possible

Lane

  • Administrator
  • Hero Member
  • *****
  • Posts: 2511
  • Mender of the past
    • Cleverous
Re: Tower Defense complication
« Reply #1 on: March 04, 2015, 07:35:04 AM »
Hmm, interesting problem.

If your agents are only repathing when a wall is placed and new spawns reuse that existing path (good optimization) then the old path would be considered valid and you could indeed block the active navmesh realtime until you call another manual path update when a block is successfully placed. So you could just place a dummy block that does actually block the navmesh, test a fresh path for impossibility, then use the return to dictate if you can or cannot place the block.

This method would not work if your agents are actively repathing, since you change the navmesh pathability directly.

Make sense?
Products by Cleverous
|| Vault Core : Database
|| Vault Inventory : Multiplayer Inventory
|| Vault Attributes : Character Stats
|| That Hurt! : Dmg Floaties
|| Quinn : 3D