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Could I use this plugin and have it move an object similarly to the Construct Classic rts movement behavior? I've been working with it for a while and I can't figure out how to have the object move smoothly from one square to the next. Could someone please help me with this?
00Rez
are you planning to update your Astar plugin, Pathfinder behavior for support new savegame system?
I really like this pathfinding for the way it moves your object compared to the official one. For some reason I can't get it to detect the blocker I want to use. Can anyone help? Thanks.
hhttps://www.dropbox.com/s/md8mdjp6bfceea4/DungeonCity.capx
P.S. I would also like to see it updated for the new save game system :)
Alright I figured it out. If anyone else is having this problem, you have to have the origin of all your sprites in the middle of the sprite. Would be nice if you could change this, with this plugin/behavior.
00Rez Great plugin, but has anyone tried using a tilemap as a blocker?
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PathFinder is a lot faster then the original C2 Pathfinding. It would be great if this plugin/beh could be somehow passed with the source to C2 developers. Especialy as original C2 Pathfinding... is kind a weak.
00Rez Tom
00Rez wow great plugin! it saved my day, thank you very much!
any chance of adding tilemap support? like using a tilemap as blocker?
currently it looks at the tilemap as one big object.
00Rez can you add some support for the pathfinder behavor?
for example
properties like
1. speed
2. Associate Path
and support for things like
1.Tilemaps
2.Arrays
This is really nice, the fact it's realtime is very useful, maybe it could be modded so if the player has reached the end of the path, the pathfinder still moves around the rotating sprite?
there's a guide on how to use that auto tile plugin?? just found the plugin itself
the pathfinding doens't detect the colision box of sprites, instead it detects the whole image as block path, is it possible to change this??