I think you are missing my point. What I suggest is to make another tilemap with thick tiles (1/2 size of the main ship tiles) that will act like walls for the pathfinder plugin.
See this demo I made:
You can experiment with pathfinder properties (cell size, speed etc).
Also, after the character has arrived to the destination tile of the ship, you can adjust its position (move to the center of the tile) with MoveTo.
Ah yeah, I understood what you were saying, but I've already tried that and it caused unusual things.
My character sprite was 16px X 16px, and the gap it was trying to walk through was about 32px. While it would navigate quite well, sometimes it would just cut corners and walk through the walls, no matter how small or large I made the cell size. Even in your example I'm seeing the character walk into the walls you've set up, or cutting corners. It also bothers me that the character will stop too early, and the only way to get him to stand exactly on the square I want is to slide him onto it at the end.
I wanted grid based for more precision. In my grid tests, the character moves great, and ends up exactly in the middle of the room he's meant to walk to. The problem is that he doesn't give a damn about walls at all
mOOnpunk Eep, that looks complex! I'm not enjoying using Rex's plugin(s) at the moment, because I have to use 3 or 4 just to get characters to walk around. I want players to always pick the fastest route, so giving tiles costs would be the best thing.
newt I could use a spline path, but again, if a room is on fire, I'd like for them to be able to walk around it if it's avoidable. Never used splines before, so not sure if that's possible, having people avoid areas if it's dangerous.
R0J0hound I've been looking for examples for the past day or so, but am yet to find anything of yours. Will look harder.
The EasyStar example looks good, but when I use it, my character won't walk around the ship at all, but will happily walk on the outside.
Again, that's why I think grid based is best for me.
Shame there's not a simple plugin/behaviour this late in C2's lifetime.