I was hoping somebody could point me to where an effective method of making events that move to a location (by step, not Location move), that will turn when they hit a terrain wall instead of stopping. The AI document link was helpful but i do not know where to begin, how can i get my events to make real time choices to get around obstacles?
That my friend is almost too much work than it really should be, since whenever an event hits an object, it forces a stop on EVERYTHING script, and action, the only real way around this, is by pathfinding. Pretty much path finding is how to get to point A to point B and what obstacles are in the way.
Thanks. So is there an efficient way to create open and closed lists? I get that i need a grid of waypoints, with their (x,y) used to check against the current position for the next viable path increment, but do i set and load a list of temporary waypoints that are invalid from each point on my grid, or make a master apply if branch for all contingencies? Or will i end up needing a little of both? If i packed the eight possible directions as flags (path, no path) from each waypoint event into their event variable (or some variable) that loaded when the moving event equalled it... Wouldn't something like this pathfinding work to create randomish dungeons ala Dark Cloud 2? Do i use an invisible proxy event to check paths before motivating my primary event? Could i have each waypoint event use invisible proxies to determine for itself if it has a path to the next point when it sets it's own Path/noPath flags? That would be cool, if the proxy doesn't arrive the path stays closed, save the variable-stored flag info and reload the map to reduce the duplicated event burden. The same events could work on different maps. Still seems like a lot of work.