LOS and Fully Meshed Areas
Posted: Mon Mar 21, 2016 6:20 pm
I have started work on a complete meshing system (usable in all viper games).
Some games will have more automation that have built in support for mesh commands, but some do not, and I wanted a more complete solution that could be expanded to all of the current bots.
Right now, I am adding in a auto full mesh option that will draw meshed green squares that are fully connected in a area around the player as you walk. (instead of having to run over and over to add in the mesh area and connect it yourself)
This along with a working obstacle mesh/path, should allow people to fully mesh out an area manually (by walking it and marking obstacles).
This is the first step, the second step will be in the games that support a built in LOS function, to use that internally and have viper itself flag known obstacles as you run the full mesh. But this will be in a subsequent release. As this varies for different games, and having to find the ray cast functions.
This way I can get out a solution to help pretty quick with issues of LOS and trying to attack things behind walls, etc, as you will be able to flag the obstacles in your patrol mesh and then the bot will ignore those going forward.
I hope to have this out later this week.
If you have thoughts or suggestions, on features or functions, please post below.
Some games will have more automation that have built in support for mesh commands, but some do not, and I wanted a more complete solution that could be expanded to all of the current bots.
Right now, I am adding in a auto full mesh option that will draw meshed green squares that are fully connected in a area around the player as you walk. (instead of having to run over and over to add in the mesh area and connect it yourself)
This along with a working obstacle mesh/path, should allow people to fully mesh out an area manually (by walking it and marking obstacles).
This is the first step, the second step will be in the games that support a built in LOS function, to use that internally and have viper itself flag known obstacles as you run the full mesh. But this will be in a subsequent release. As this varies for different games, and having to find the ray cast functions.
This way I can get out a solution to help pretty quick with issues of LOS and trying to attack things behind walls, etc, as you will be able to flag the obstacles in your patrol mesh and then the bot will ignore those going forward.
I hope to have this out later this week.
If you have thoughts or suggestions, on features or functions, please post below.