1 min
The thirteenth CGD blog post about Don’t Walk By
This week I dealt with a bug with the service pawn that had arisen from the door system implementation
Previously I set the grass to be unpathable to stop the pawn walking on it and around the building. This is fine for the normal pawn’s ai however, the service pawn’s ai is broken because of this. The service pawn is set to spawn out of a service vehicle on the grass.
This due to their possibly being multiple service vehicles out at once and they each need their own spot. But then the service pawn would be stuck on the spot due to the grass being unpathable, it couldn’t go anywhere. To deal with another member of my group who dealt with the ai’s path finding has set up a system when a list of tile types can be passed into the path finding functions which override whether or not the tile is pathable. I used this system by adding a list of override tiles to the service pawn which currently only has grass as an override tile but it can hold more if necessary. This is then passed into the service pawn’s pathing to allow it to path on the grass whilst the regular pawns still cannot.
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C++ 30
Directx12 11
Mario kart 11
Commercial games development 15
Unity 15
Low-level programming (19) C++ (30) Text based adventure (5) Ex-machina (9) Game engine programming (11) Directx12 (11) Mario kart (11) Land of gold (5) Audio visual production (1) Commercial games development (15) Unity (15) Don't walk by (15)