I'm actually prototyping a game with some bad guys who runs after you or your coffin (yes, you play as a vampire).
I just tried for the first time the pathfinding behavior and it works pretty well. But at some point, AI stop moving and I don't know why.
Maybe there is something I didn't get.
Here is the code for the guys who attacks the coffin object:
And here is the code for the ones who attack the player object:
If you want to test it, here is the c3p file:
Maybe there is something I didn't get about the pathfinding so any help is more than welcome!
Maybe they failed to find a path. You don't have any events to check if they failed to find a path. Pathfinding every tick with multiple instances is always problematic though. Also I don't see a need to regenerate the obstacle map so those events can go.
I tried to check if they failed to find path but it's not about that.
They have a valid path but don't want to move anymore.
If I want then to regenerate the obstacle map it's simply because I don't want them to stay in line in front of their goal. The idea was to make them side by side as they are also solid objects. That's the reason…
Develop games in your browser. Powerful, performant & highly capable.
Ok so they are obstacles to each other, maybe that's fine but I think regenerating obstacle map that often is supposed to be a big performance killer. If they can find a path then it might just be a picking issue, with multiple instances finding paths every tick with lots of embedded events it can get a bit messy. You could try using timer behaviour on the enemies to refresh the find path instead of using every X seconds, then you can better track which ones are failing.