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.


[[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.
<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 10:25, 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