Difference between revisions of "Walkability Coefficients"
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*Walkable objects can take advantage of coefficients in the [[Pathfinding_NavMesh|navigation mesh]]. | *Walkable objects can take advantage of coefficients in the [[Pathfinding_NavMesh|navigation mesh]]. | ||
*Walkability coefficients are multipliers that may be applied to the speed of a pathfinding character. | *Walkability coefficients are multipliers that may be applied to the speed of a pathfinding character. |
Revision as of 13:42, 30 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.
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