CHARACTER AVOIDANCE MODE
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The integer constant CHARACTER_AVOIDANCE_MODE has the value 5
Used in the functions of pathfinding . Is combined with a mask bit flags. The default is AVOID_CHARACTERS with AVOID_DYNAMIC_OBSTACLES. Allows you to specify that a character should not try to avoid other characters, should not try to avoid dynamic obstacles (relatively fast moving objects and avatars), or both.
|Range / Values
|Speed of pursuit in meters per second.
|Set collision capsule radius.
|Set collision capsule length
If the value is less than twice the radius plus 0.1m, it will be set to twice the radius plus 0.1m.
|Set the character orientation.
|TRAVERSAL_TYPE_FAST, TRAVERSAL_TYPE_SLOW, TRAVERSAL_TYPE_NONE
|Controls the speed at which characters moves on terrain that is less than 100% walkable will move faster (e.g., a cat crossing a street) or slower (e.g., a car driving in a swamp).
|CHARACTER_TYPE_A, CHARACTER_TYPE_B, CHARACTER_TYPE_C, CHARACTER_TYPE_D, CHARACTER_TYPE_NONE
|Specifies which walkability coefficient will be used by this character.
|AVOID_CHARACTERS | AVOID_DYNAMIC_OBSTACLES
|Combinable Flags: AVOID_CHARACTERS, AVOID_DYNAMIC_OBSTACLES, AVOID_NONE
|Allows you to specify that a character should not try to avoid other characters, should not try to avoid dynamic obstacles (relatively fast moving objects and avatars), or both. This is framed in the positive sense (
[CHARACTER_AVOIDANCE_MODE, AVOID_CHARACTERS] would create a character that avoided other characters but not agents or moving vehicles). Setting this parameter to AVOID_NONE causes the character to not avoid either category.
|The character's maximum acceleration rate.
|The character's maximum deceleration rate.
|The character's maximum speed while turning--note that this is only loosely enforced (i.e., a character may turn at higher speeds under certain conditions)
|The character's turn radius when traveling at CHARACTER_DESIRED_TURN_SPEED
|The character's maximum speed. Affects speed when avoiding dynamic obstacles and when traversing low-walkability objects in TRAVERSAL_TYPE_FAST mode.
|TRUE or FALSE
|TRUE matches pre-existing behavior. If set to FALSE, character will not attempt to catch up on lost time when pathfinding performance is low, potentially providing more reliable movement (albeit while potentially appearing to be more stuttery).
|TRUE or FALSE
|FALSE matches traditional behavior. If set to TRUE, treat the parcel boundaries as one-way obstacles (will re-enter but can't leave on it's own).