as soon i have something worthy to show i will show it here!
just realized that in the screenshot above theres some mixup, event 13 has the wrong parameters, instead of "character.nodeindex+1" there should be "loopindex" so it checks the whole remaing way for obstacles. With the parameter "character.nodeindex+1" it only checks the second next tile the character wants to move to.
I made this because i ran into another gamelogic problem, the "all seeing eye characters"
They shouldnt know where on the whole path people are standing but they do when i loop through the whole remaining path, the same problem appears when they calculate paths anyway, so i think i have to find another solution where i dont set the tiles characters standing on to non-walkable.
After some sleep i thought of using two tilemaps (im using at least two tilemaps anyway for ground, interior, etc..). First tilemap for ground and outer walls of buildings to provide the characters basic knowledge of theyre neighborhood and used for the initial path calculation. On the second tilemap i save the positions of characters and inner walls. While the character moves from tile to tile it could check if theres something in theyre field of view and whether its necessary to change the path. The characters then will need some form of memory for things they saw, a string where it remembers additional obstacles, that will be added before calculation and removed afterwards, so other characters can use the basic map with theyre own knowledge of temporary obstacles.
Im curious if this makes sense and works like i think