I’ve already seen a thread about the same issue, But it died without any admins responding to it, so here I go again B)
Currently in my game, I’m trying to create NPCs who follow the player, and are able to open doors if doors block their path.
Now, this is currently impossible as If I have a door, the pathfinding will think its an obstacle and return “ClosestNoPath”.
Like this:
I can think of endless similar issues where you have something you want the pathfinder to ignore BUT YOU CANNOT because pathfinding DOES NOT HAVE AN IGNORE LIST. This is seriously limiting the use of the PathfindingService.
I would simply not complain about this and use my own pathfinder instead, but my own pathfinder requires me to place nodes manually and it would take a lot of time.
I really suggest you guys add something like this, where you can set a table of objects and their descendants for the pathfinder to ignore.
FindRawPathWithIgnoreListAsync(Vector3 start, Vector3 finish, Float maxdistance, Objects ignoreDescendentsTable)
FindSmoothPathWithIgnoreListAsync(Vector3 start, Vector3 finish, Float maxdistance, Objects ignoreDescendentsTable)
Or you could not add any new methods and you could Just add the ignorelist argument to the current methods.
Q/A:
“Why use doors?” - My game is a survival shooter where you can weld doors shut to hold off enemies. It’s a must have game mechanic.
“Why not use FE client-sided doors?” - Nothing level related should be handled on the client. Ever.