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hpl3:game:scripting:delayed_physics_functions [2014/06/11 08:23] nebej |
hpl3:game:scripting:delayed_physics_functions [2014/06/11 08:27] (current) nebej [Pathfinder] |
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==== Pathfinder ==== | ==== Pathfinder ==== | ||
- | The pathfinder and AStar handler also support delayed execution. It now runs the algorithm over 2 frames. The first frame set up everything and finds a valid start location using raycats. The next frame then performs the AStar and find a valid goal using raycasts. When the goal is found the callback is called. | + | The pathfinder and AStar handler also support delayed execution. It now runs the algorithm over 2 frames. The first frame set up everything and finds a valid start location using raycats. The next frame then performs the AStar and find a valid goal using raycasts. When the goal is found the callback is called. There are helper functions available in helper_ai.hps |
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- | **void MoveTo(const cVector3f& avPos, float afUpdateFreq, bool abExactStopAtEnd, const tString& asResultCallback='''' bool abCallbackInMap=false)\\ | + | **void MoveTo(const cVector3f& avPos, float afUpdateFreq, bool abExactStopAtEnd, const tString& asResultCallback= bool abCallbackInMap=false)** |
- | void MoveToNode(const tString& asNodeName, float afUpdateFreq, bool abExactStopAtEnd, const tString& asResultCallback='''', bool abCallbackInMap=false)** | + | |
+ | **void MoveToNode(const tString& asNodeName, float afUpdateFreq, bool abExactStopAtEnd, const tString& asResultCallback=, bool abCallbackInMap=false)** | ||
Gets a path from the current location of the entity parent to the position. If a result callback funciton is specified the function gets called. Either in the entity script or inside the map script. Callback syntax: void func(bool abPathAvailable) | Gets a path from the current location of the entity parent to the position. If a result callback funciton is specified the function gets called. Either in the entity script or inside the map script. Callback syntax: void func(bool abPathAvailable) | ||