#how does the replicator work
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The replicator does as the name implies it replicates objects 
Should be fairly easy to understand, What are you stuck on?
If i had to guess, they haven't done much experimenting with containers or object boards yet
uhh
how exactly you rreplicate stuff
Attach what you'd like by linking Via the configuration tool.
the position an rotation is where the replicated item will appear.
You can set the max you can replicate and other such features.
Replicator Return Object
alright i did that and i thought it didnt work but i just did it again and it infact did work
ty
Lol, It happens.
The disappointment in your sigh is relatable to everyone at some point in Cv2.
Glad to hear it 
Can I ask what your trying to make?
Im trying to recreqte a Roblox game called minus Decendance, it has a main elevator and then every floor it randomly generates four hallways (based off of predetermined rooms)
Inside the halls buttons and entities can spawn, you have to lure the entities outside of the hallways with buttons and put them into a different hallway so you can get the buttons safely
Each predetermined room has a set of waypoints inside that the entities walk to in order to traverse the map, so I'm gonna need to make pathfinding for that too
Right now all I have is a button that can rotate and be pressed and a very simple replicator (shown in the videos)
Just got an idea on how the waypoints could work with the rooms being randomly positioned
I don't recommend using pathfinder, making AI from scratch has more benefits.
Although if your just doing normal roaming then just use pathfinder Regardless I recommend One from scratch Brand new baby's bottom AI
I'll see if I can figure out how to do that, will probably be a lot later though
What are the benefits of using one made from scratch VS using the pathfinder component? And what AIs out there don't require you to set up nodes for corners and intersections? I've been avoiding attempting AI for a while but i think it's finally time that i start looking into it
Well for one pathfinder is really only for roaming/Following players, I don't see much you can do with the component.
As for the benefits
- You have more freedom
2.You can make your Ai Interactions expand rather then the typical Following - You can be specific with your Cv2 and set it to Move, rotate, an Behave how ever you'd like wither that be tossing a player across the whole room or doing combat with it.
To put it simple you can make it do whatever you'd like as long as its possible within RR.... but pathfinder well its just your normal everyday Ai
Idk If I was able to explain it well, but I did what I could.
I haven't experimented with it almost at all but can't you do the same thing with pathfinder? You could stop it based on certain criteria, and have it pathfind to a certain point or play a certain animation
I do remember there being a rotate input on it, though i'm guessing it can't be activated while pathfinding?
For me I kinda just wanna have it to where the player dies on contact with the ai so would making my own still be more worth it there
Well actually
It would be more pathfind until sees player then goes towards player
so idk
Nvm that's probably easy
Idk anything about pathfinding 😭
What I meant by saying Rotation and position is you can do more with it as I mentioned your givin more freedom I'm not the best at explaining it
I could of worded it better, I tried.
I feel pathfinder doesn't give the amount of options to really dig into Ai if you get what I mean by that.
You can use a get closest chip an a raycast to do that.
Yes you can use the pathfinder to do so.
And the Pathfinder component can't path to a point multiple times, Everytime you power it, it stops then rotate and move towards target but if you move the target it won't follow the target
Oh yeah, i wonder why they made it like that when the RRO enemy AIs totally target the player?
Idrk how to do pathfinding stuff currently but RN I'm thinking of using tags for an entity to see how many waypoints are around the current one
Since waypoints will always be spawned in the same position relative to a room I can tell how many directions the entity can go
And then I can use tags for like
#waypoint
#2P (2 near)
#1H (1st hall out of four, so it knows how to path to elevator)
And then inside the elevator they can have
#E (elevator)
For any special interactions while in the elevator
And then just a series of if statements