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Mob avoidance and pathing - Printable Version +- oGasai (http://darkenedlinux.com/ogasai) +-- Forum: My Category (http://darkenedlinux.com/ogasai/forumdisplay.php?fid=1) +--- Forum: Script development - Lua ressources (http://darkenedlinux.com/ogasai/forumdisplay.php?fid=48) +--- Thread: Mob avoidance and pathing (/showthread.php?tid=376) |
Mob avoidance and pathing - zerger - 02-12-2019 i am working on scripts that can avoid mobs. i started to write a script for single static mob avoidance and i try to end up with a system that can avoid/path through groups of moving mobs. https://www.youtube.com/watch?v=lElsPPEBsI4 here is some theory crafting: 1. we have general navigation through the world using a navmesh 2. we have "steering" which should avoid mobs locally General assumption: we want the bot to think/behave human like we cant see more than 100 yards ahead we have different character situations: -"llnm" low level compared to the zone/area mobs without mount (level 5 character in wetlands) -"slnm" same level compared to the zone/area mobs without mount -"hlnm" same level compared to the zone/area mobs without mount (level 60 in STV) -"llm" low level compared to the zone/area mobs with mount (level 40 character in winterspring) -"slm" same level compared to the zone/area mobs with mount -"hlsm" higher level compared to the zone/area mobs with 'super' mount we have different travel situations: "ldt" long distance travel (getting from menethil to dun modr or from eastern wetlands to a vendor) "sdt" short different travel (getting to a ore node or avoiding an elite while moving to the next grind target) in the case of wetlands steering is useful when: slnm/llnm sdt steering is NOT useful when: llnm ldt (running through the area of 1 will us either get stuck or takes us a long time to find a path) steering might not be necessary hlnm/hlsm doing ldt/sdt ![]() ![]() |