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.
- 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.