Difference between revisions of "Walkability Coefficients"

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*Some examples of use would be: Hard road switching to gravel, terrain switching to sandy ruts, deep snow areas, etc.
*Some examples of use would be: Hard road switching to gravel, terrain switching to sandy ruts, deep snow areas, etc.
*You can have four different coefficients per region, controlling character type A, B, C, or D.
*You can have four different coefficients per region, controlling character type A, B, C, or D.
*Coefficients can be mixed with [[Material_Volumes|Material Volumes]] to further control character speed.
*Coefficients can be mixed with [[Material_Volumes|Material Volumes]] to further control character speed and behavior.


[[File:Coefficients_2.png|none|800x322px]]
[[File:Coefficients_2.png|none|800x322px]]
*Example: You have a tar pit that character type A can navigate freely, but character type B cannot navigate at all.  The tar pit objects would be set to coefficient 100% for type A and 0% for type B.

Revision as of 13:16, 17 June 2012

  • Walkable objects can take advantage of coefficients in the navigation mesh.
  • Walkability coefficients are multipliers that may be applied to the speed of a pathfinding character.
  • Some examples of use would be: Hard road switching to gravel, terrain switching to sandy ruts, deep snow areas, etc.
  • You can have four different coefficients per region, controlling character type A, B, C, or D.
  • Coefficients can be mixed with Material Volumes to further control character speed and behavior.
Coefficients 2.png
  • Example: You have a tar pit that character type A can navigate freely, but character type B cannot navigate at all. The tar pit objects would be set to coefficient 100% for type A and 0% for type B.