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Thread: Magic Octroks can't find the bait

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  1. #1
    The Timelord
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    It all depends on pathing. ZC Enemy AI isn't that advanced. Remember that the screen layout is pretty much defining a 3D object, in a 2D space. That#s a tree, not a bush, and its intended scale is a depiction of a forest patch.

    In ZC, even if the Octorock was attracted to the bait, it'd hit the solid combo, and change direction.

    It would be possible to write more advanced pathing as an npc script, but believe me, writing realistic pathing routines is absolute hell.

    You can try tinkering with both the enemy step speed, and the hunger value. One issue with high step, is that the read-ahead for a solidity check is at a greater distance.

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    Keese
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    Quote Originally Posted by ZoriaRPG View Post
    writing realistic pathing routines is absolute hell.
    What is the problem? The bait is anywhere and the enemies too (elsewhere). And between the enemies and the bait a tiles. Solids and others.



    Ok, a single fast way doesn't always exist, because it doesn't matter if the octrok for example goes down, left, left, left, down, left OR left, left, left down, left, down OR down, down, left, left, left, left... or whatever. The route is the goal.

    A magic octorok can kill you in a few seconds, but a tree between the octorok is a problem?

  3. #3
    The Timelord
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    Quote Originally Posted by Joeiiii View Post
    What is the problem? The bait is anywhere and the enemies too (elsewhere). And between the enemies and the bait a tiles. Solids and others.



    Ok, a single fast way doesn't always exist, because it doesn't matter if the octrok for example goes down, left, left, left, down, left OR left, left, left down, left, down OR down, down, left, left, left, left... or whatever. The route is the goal.

    A magic octorok can kill you in a few seconds, but a tree between the octorok is a problem?
    In software logic, valid paths look more like this:



    Each of those arrows is a valid node, from which you derive coordinates, and movement to go from A to B. In theory, the object (circled) may never reach B, because it can walk an infinite path. That's where logic such as A* helps:

    That's an algorithm to resolve stuff like this, but it isn't perfect, and implementing it is a complex process.

  4. #4
    Keese
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    Quote Originally Posted by ZoriaRPG View Post
    In software logic, valid paths look more like this:

    Where is the logic?

    The command should be (and in the most causes it is so): There is a bait in the left corner. Find the fastest way and run like hell!

    The last picture is an extreme example with 15 solid combos. It should bei never a problem, but in my quest a single tree is the problem.

    OK! If it can't solved, it is so.


    Another question: What does "duration = 768" in the bait-item means?

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Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
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