#I m making a TD game and I have my own A
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I'm on here
Alright
Basically every single PathfinderMob that can ever move
uses its "navigation" to walk around
You can obtain its navigator by doing PathNavigator navigator = nmsLivingEntity.getNavigation();
editing my message for mappings, I'm used to obf
The PathNavigator has multiple methods
That allow you to create a path and move towards it
oh that seems easy enough
I see a set, I assume that's sequential?
is there a max distance between sets?
The set just seems to be a collection of multiple points it can pathfind to
Although it seems sequential
Even though they should've used a list
you might need to pass a SortedSet
or make a set wrapper of a list
since I'm using A* pathfinding and it's the old-school wc3/sc1/sc2 td game players are allowed to create their own mazes so while I can feed the entities straight lines if I could instead just give them a set of points that define everything at spawn that would be even more convenient
I thought of making a TD game but then realized that mob movement would be a pain lol
I wonder how optimized it would be if you used client-sided blocks for towers
yeah I just had teleportation movement for now
to have multiple games at the same time
I'm guessing I'll have to cancel out all goals so they don't start doing weird stuff?
That might work yeah
You can remove most goals safely
or do like setAware(false) which would have the same effect
oh that's way more convenient
they might still die in the sun tho
I am also still on the fence on how I'm going to represent the towers tbh
I'm thinking of a mix or just full on custom models
I'd just pull a cubecraft moment and make client-sided schematics
yeah I've done that for betterstructures
not sure
custom models could be cool
I made the entities immortal already, all damage is custom anyhow
yeah a hybrid might be the way to go
structure-type: MODEL
model-blueprint: something
so set the entity to not aware and then feed it the path at spawn
that should do the trick right?
hm I'll test the full feed first to see if it works, I'll fall back to a point by point basis failing that
Ight
thanks for the help, I've archived the discussion to my notepad to check up after the gym, hopefully I can get the first implementation of this going in the next 7h
If you want to mess with clientside stuff btw
You can mess around with this block util I made
Might allow you to run multiple games at once
client-sided blocks that don't disappear
yes
needs protocollib
you might get around with some netty stuff
that's pretty neat, probably not for this project specifically but def. something to keep an eye on
It can paste schematics 👀
I already have multi-instancing halfway ready for this one
and multiplayer is planned anyhow
I'm modeling this after line tower wars so I think we're going to have a lot of fun lol
well a mix of that and my own concept of tower modules which buff adjacent towers and adjacent buffers
you do you ¯_(ツ)_/¯