You know how Raycasting accepts an IgnoreList and a WhiteList? Well, I would love something like that for this, so when I tell my NPC to walk to somewhere he ignores a bunch of objects.
Doesn’t cost means that he will ignore that material if there are other ways? I believe that if you are on an island, and the only thing that there is around you is water and I tell it to walk to another island it will literally swim to it. If I am wrong, please correct me.
This is kinda like the first point, but it could be a list you pass to CreatePath named Hazardous which the pathfinding will avoid.
That’s the issue, it returns a path with no success; however, I would love a way for me to tell the pathfinder to return some waypoints that I can use to walk near the goal.
For example:
NPC:
Objstacle: (A huge wall that makes the path impossible)
Goal:
Path: →
→ → → → → → → → →
Since there is an obstacle and you cannot reach the goal, I would love that Pathfinding returns to me all the waypoints before reaching the obstacle. I haven’t checked if it does this when the path has no success, but yeah. It’s mainly useful when you want an object to follow a player from their PrimaryPart’s position which pathfinding thinks it’s blocked because of something in the way.
They probably won’t add it since there’s pathfinding modifiers and costs sadly. It would definitely make it easier.
If you set it to math.huge then it won’t at all, even when it can’t find another path that doesn’t.
Yeah that would be helpful.
I guess the only workaround right now is to just use MoveTo to the goal when it can’t find a path (and you could use Raycasting to see if it’s actually blocked)
It is a great work for pathfinding. However, I would like a param which can set up the default waiting/blocked time if pathfinding cannot be completed.
This is nice now that I don’t have to include Pathfinding links with custom actions to climb ladders. However, what about the problem with the NPC navigating over terrain in a tunnel. I’m having all kinds of problems with that.
CLIMBING! Awesome implementation, props to the Roblox team! This will save so much time, as PathfindingLinks were honestly really annoying. This was an awesome thing to add, considering I was just getting into PathfindingService haha
Hmm, could’ve sworn I’d seen enemies in my projects climbing ladders to reach me already, but it’s good to have more fine grained control over this kind of thing regardless.
A way to keep NPCs from running into walls, particularly if they’re very small/large (0.5 studs or 50 studs wide/tall, that kind of thing) would be nice. I don’t want them touching the walls. Might be an issue with my own code (randomly generated maps prevent PathfindingLinks from being utilized and admittedly I’m not too good with this kind of thing in general) though…