Changing pathfinding cell size at runtime

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Units do not overlap each other and use different ways if there are several free ways.
  • I've searched high and low on the forums for this and couldn't find anything...unless I missed it. How would I change an object's cell size with an event? I see I can get the value such as "Enemy.Pathfinding.CellSize" but I can't seem to figure out how to change it. Any ideas?

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  • Well ,

    It's in the behaviors section , at the left of the screen when clicking on an object with pathfinding behavior

  • Whiteclaws He asked if it was possible during runtime, read the whole thing.

    sgtwombatstudios As far as I can tell it's not possible. If it's important that you are able to change it, I would suggest having a few invisible sprites that the object follows with different cell sizes that you can switch between.

  • Thanks for the reply. I was thinking of doing something along those lines as a workaround. The problem is that the smaller screen, such as a phone, the smaller the cell size needs to be to work correctly. I'm thinking of having a few copies of the enemies, each with a different cell size. And then depending on what range the screen size falls under, the enemy with the best cell size for that screen will be loaded? I haven't tried it yet, but I'm guessing it will work.

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