Search found 18 matches

by NemoVonFish
Sun Dec 01, 2013 9:50 am
Forum: Support and Development
Topic: Pathing around other units using Jumper. [SOLVED]
Replies: 14
Views: 2035

Re: Pathing around other units using Jumper.

Alright, best pathing system aside, I had a look at the links you gave me, did some reading, and yes, my method wasn't the best. A better way is to only block them from moving on to or through each other when they try, though my implementation is causing some rather fatal recursion problems. Essenti...
by NemoVonFish
Sun Dec 01, 2013 1:06 am
Forum: Support and Development
Topic: Pathing around other units using Jumper. [SOLVED]
Replies: 14
Views: 2035

Re: Pathing around other units using Jumper.

I noticed that the tunneling feature doesn't work with JPS pathfinding, and your suggestion worked fine with ASTAR, what is the difference between all the pathfinders? For what i'm doing, will one work better than any of the others? *EDIT* Looked in to it a bit harder, I think I get why A* is the be...
by NemoVonFish
Sat Nov 30, 2013 10:44 am
Forum: Support and Development
Topic: Pathing around other units using Jumper. [SOLVED]
Replies: 14
Views: 2035

Re: Pathing around other units using Jumper.

Aha! Perfect! Thank you very much, i'm pretty sure i'm using an earlier version, so i'll get a newer one, give that a shot, and let you know how I go.
by NemoVonFish
Sat Nov 30, 2013 8:07 am
Forum: Support and Development
Topic: Pathing around other units using Jumper. [SOLVED]
Replies: 14
Views: 2035

Re: Pathing around other units using Jumper.

Hello, once again! Thanks for taking the time to help whenever I have an issue (which seems to be a lot), i've cleaned up the calculatePath function so it no longer creates a grid every time. Another issue i've found, which may help me fix the main one I have, is that entities will move diagonally p...
by NemoVonFish
Fri Nov 29, 2013 8:03 am
Forum: Support and Development
Topic: Pathing around other units using Jumper. [SOLVED]
Replies: 14
Views: 2035

Re: Pathing around other units using Jumper.

Either way, you should probably localize the temporary table, and then nil it at the end. I don't quite get what you mean, or how the local variables work, really. When I do function calculatePath(entity, target) local mapCurrent.pathing = deepCopy(mapCurrent.terrain) --This is line 642 for i, v in...
by NemoVonFish
Fri Nov 29, 2013 7:53 am
Forum: Support and Development
Topic: Pathing around other units using Jumper. [SOLVED]
Replies: 14
Views: 2035

Re: Pathing around other units using Jumper.

bekey wrote:it just references it.
...That would explain a lot, hahahhahaah, ohh god, I have been wracking my brains on this for like, two weeks.
by NemoVonFish
Fri Nov 29, 2013 7:11 am
Forum: Support and Development
Topic: Pathing around other units using Jumper. [SOLVED]
Replies: 14
Views: 2035

Pathing around other units using Jumper. [SOLVED]

My problem, quite simply, is that I can't figure out how to make the entities path around each other. Here's what i've tried. function calculatePath(entity, target) local grid = Grid(mapCurrent.terrain) local sx, sy = worldToTile(entity) local ex, ey = worldToTile(target) local path = myFinder:getPa...
by NemoVonFish
Tue Nov 05, 2013 2:22 am
Forum: Support and Development
Topic: Problems implementing Jumper, and optimisation. [SOLVED]
Replies: 5
Views: 1163

Re: Problems implementing Jumper, and optimisation. [SOLVED]

Success! Pathing works perfectly now, they attack when they're right next to you, and there's no noticeable lag. I tried to attach the updated .love, but it says the quota has been reached. If anyone would like the functioning version, thanks to Roland_Yonaba, feel free to message me.
by NemoVonFish
Sun Nov 03, 2013 11:16 pm
Forum: Support and Development
Topic: Problems implementing Jumper, and optimisation. [SOLVED]
Replies: 5
Views: 1163

Re: Problems implementing Jumper, and optimisation.

First of all, thank you so much for all of your help, I wasn't expecting such a lengthy reply, and I really appreciate you taking the time to help me out. However, I haven't quite got it working. My last remaining issue should be quite simple. It's riiiiiight here: calculatePath(v, player) if v.path...
by NemoVonFish
Sun Nov 03, 2013 3:03 am
Forum: Support and Development
Topic: Problems implementing Jumper, and optimisation. [SOLVED]
Replies: 5
Views: 1163

Problems implementing Jumper, and optimisation. [SOLVED]

I'm having some trouble implementing pathing in to a very rudimentary roguelike using Jumper. I'm not particularly attached to Jumper, so if it ends up not being the best thing for what i'm trying to do, changing isn't that much of an issue. That being said, here's the problem. I can calculate a pat...