pathfinding suggestion

3D version of Close Combat
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headcount_slith
Posts: 125
Joined: Sat Jan 28, 2012 4:50 pm
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pathfinding suggestion

Post by headcount_slith »

Is it possible for the pathfinding code to be altered so that paths created when you select 'fast' movement for vehicles favour roads and avoid, where possible, trees, walls, and hedges?

Here are some of the unlikely, bog-friendly 'fast' paths CCTBF chose for a Tiger in a hurry on my current test map!

(More sensible/plausible 'fast' routes are shown in red)





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PipFromSlitherine
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Joined: Wed Jun 23, 2010 7:11 pm

RE: pathfinding suggestion

Post by PipFromSlitherine »

In theory the pathing will take the route with the fastest arrival time, but we will take a look to make sure it is behaving sensibly.

Cheers

Pip
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