How do I decrease the effectiveness of pathfinding?

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Units do not overlap each other and use different ways if there are several free ways.
  • Hi,

    So, if an enemy pathfinds to the player so that player and enemy are beside each other, then the enemy will quickly adjust its position to the player's every new position. This means that the player cannot really dodge the enemy's attacks. Is there a way to decrease the speed of which the pathfinding enemy adjusts its position to the player's position?

  • You could make the obstacles more vague, increasing collision sizes maybe, or making conditions that apply before the object moves. You could also use Line of Sight to determine if it can see its destination.

  • You could create a shadow (invisible sprite) that follows the player about a half second later. Then have the AI look for the shadow rather than the player so it is always looking at where the player was a half second ago.

    You could create several of these with delays etc and have the AI pick the one it goes after at random.

    just some thoughts.

    yours

    winkr7

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  • Thanks badimo57_7416 and winkr7. Your inputs are much appreaciated. Now I have some approaches to play around with.

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