so pretty much what i'm doing is creating vector grids around the local player with like 2 spacing between each node and running rays between each neighboring node (the first grid raycasts between each other and downwards to adjust themselves to go against the terrain along with a 0.1 adjustment off the ground, while the 2nd grid is above the first layer, ofc it'd add more grid layers the higher or lower the node placement is) and then just using the traditional a* or smth to pathfind but i cant figure out how tf to make the spacing dynamic because it's always inconsistent with map designs yk and I cant lower the spacing because that would then add more nodes
is there like a better way I can do this with the general idea
#just need suggestions with how to go with custom pathfinding
1 messages · Page 1 of 1 (latest)
why not use pathfindingservice?
its more customizable this way
it has to be this way 😢
customizable in what way exactly?
why does it have to be custom?
what are you trying to do that the default pathfindingservice cannot do?
brother the pathfinding service cant even go up a simple slope
i already figured it out dw
like ts is trying to move over here 😭
i'm trying to do this without having to jump
you dont need a custom pathfinding solution to do that
i am not putting no attachments at the ends of the slopes to go to
you dont need to do that either
just turn off AgentCanJump in the agent parameters https://create.roblox.com/docs/reference/engine/classes/PathfindingService#CreatePath
this is abt to get funny
i already did that 😭
i'll show it in a sec
i dunno man 🤷♂️
studio settings -> show navigation mesh
show where the pathfinding is trying to take it
also yea ramp seems a bit small
i meant with the overlay
O
also i suggest making the ramp slightly bigger
the navmesh doesnt look very good on it
fair
also kinda hard to see since you have the ramp selected