Re: PathFinder by Pamdex -
Stump - 24.04.2016
Yes, that's what I've done aftermath; in its begining, it returns the same logs as for you, but then, when I use PathFinder_FindWay, the server crashes while crashdetect prints what I've added in my edited last post
Sorry for bothering you two times in a row, but, these are bugs I cannot solve by my only-pawn knowledge
Re: PathFinder by Pamdex -
ExTaZZ69 - 24.04.2016
I will be glad to see this plugin working with ColAndreas.
Re: PathFinder by Pamdex -
Skream - 26.09.2017
Is there a version of this plugin to work with ColAndreas?
Re: PathFinder by Pamdex -
MrStead - 30.07.2018
I created this plugin on CA, but...
there`re problems
HELP me please, I need any help about this!
Re: PathFinder by Pamdex -
tandytanz - 26.12.2018
is it available to find the right coordinates when we apply it for FCNPC ?
Re: PathFinder by Pamdex -
pamdex - 12.01.2019
I'll update this plugin - rewriting code (using C++11 standard) and adding
multithreaded ColAndreas support instead of MapAndreas - but first I have to make a special version of
multi-threaded ColAndreas with plugin API.
Pathfinding will be possible also under bridges or other objects without any problems.
Re: PathFinder by Pamdex -
Pottus - 12.01.2019
Quote:
Originally Posted by pamdex
I'll update this plugin - rewriting code (using C++11 standard) and adding multithreaded ColAndreas support instead of MapAndreas - but first I have to make a special version of multi-threaded ColAndreas with plugin API.
Pathfinding will be possible also under bridges or other objects without any problems.
|
Sounds very promising, there is just so much that has to go right to actually pull this off I am sure you will! Looks like SA-MP is headed into an era of advanced NPC control / Pathfinding it's so close now but really development of these things takes a long time and a lot of people but with the things I have seen going on lately we should hit the next critical mass breakthrough very soon.
Re: PathFinder by Pamdex -
Crayder - 12.01.2019
ColAndreas still needs optimizing honestly, just some small refactoring could make it vastly faster as codectile proved with his physics plugin. If we get that, your API, and this PathFinder update... Smart NPC's only missing AI.
Re: PathFinder by Pamdex -
Pottus - 12.01.2019
Quote:
Originally Posted by Crayder
ColAndreas still needs optimizing honestly, just some small refactoring could make it vastly faster as codectile proved with his physics plugin. If we get that, your API, and this PathFinder update... Smart NPC's only missing AI.
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Yeah, the whole project really needs a complete overhaul in design from the ground up. Which shouldn't be too hard for someone with a decent level of experience to accomplish fairly quickly. ColAndreas really isn't that overly complicated and I am sure there is some things could be vastly improved.
Re: PathFinder by Pamdex -
MrStead - 16.01.2019
Quote:
Originally Posted by pamdex
I'll update this plugin - rewriting code (using C++11 standard) and adding multithreaded ColAndreas support instead of MapAndreas - but first I have to make a special version of multi-threaded ColAndreas with plugin API.
Pathfinding will be possible also under bridges or other objects without any problems.
|
you started rewriting it late a bit

I had to learn c++ and plugin development to make your plugin on CA:
https://github.com/Fleynaro/PathFinderCA