ID:273096
 
Step_toward, step_away, etc only work if the mob sees you. Is there a library out there that has an unlimited form that drastically increases the range, to possibly the entire Z level?
Mista-mage123 wrote:
Step_toward, step_away, etc only work if the mob sees you. Is there a library out there that has an unlimited form that drastically increases the range, to possibly the entire Z level?

http://www.byond.com/developer/Theodis/Pathfinder
In response to AJX (#1)
Pathfinding eh?

Isn't there one by deadron too?

EDIT: Yep. Looked for 'pathfinding'
http://www.byond.com/games/Deadron.Pathfinding

Which would use less processing power, and which is more efficient?

Thanks for the link by the way, helps tons! ^^
In response to Mista-mage123 (#2)
Mista-mage123 wrote:
Pathfinding eh?

Isn't there one by deadron too?

EDIT: Yep. Looked for 'pathfinding'
http://www.byond.com/games/Deadron.Pathfinding

Which would use less processing power, and which is more efficient?

Thanks for the link by the way, helps tons! ^^

Depends on the manner in which you're using them.

1: Deadron's pathfinding uses the A* algorithm, one of 2 algorithms provided by Theodis's pathfinder.

2: I'm not sure which one of their implementations of A* is more efficient.

3: A* is used when you have a definite target destination you want to find a path to. Dijkstra (the other pathfinding algorithm offered by Theodis's library.) lets you find a destination that you don't know ahead of time, but you know when you get there. Such as wanting to find the nearest mob, but not knowing which one is the closest.

4: Yea. From there on it is your preference.

If you are just walking from one side of a mostly open map to the other you are probably best off finding another way of handling this situation, as these processes can become pretty resource intensive as you start getting higher up in the distances.
In response to AJX (#3)
Thanks for your help!

:D.