Difference between revisions of "Walkability Coefficients"
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*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 and behavior. | *Coefficients can be mixed with [[Material_Volumes|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. | |||
<gallery> | |||
File:Coefficients_2.png|Coefficients are found in the Linkset floater | |||
Coefficients3_001.png|Different speed coefficients mixed with a material volume | |||
</gallery> | |||
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Return to [[Good_Building_Practices]] | Return to [[Good_Building_Practices]] |
Revision as of 09:25, 19 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.
Return to Good_Building_Practices