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Current implementation doesnt allow for 100% restricted areas.
What we could do here is use the new calculatePath to check each Node with _nodePosition inArea "mrk_restrictHere_1" and send the units its merry way or recalculate with new positions if necessary.
The text was updated successfully, but these errors were encountered:
calculatePath takes a while and is still a bit bugged (executed twice). still it might work.
current concept:
take 4 random points ABCD
calculate path AB
check each generated node if its in restricted area
if one is, retry with another position B else begin checking BC
save path generated
rinse repeat until all positions are verified
apply all individual nodes as waypoints
Current implementation doesnt allow for 100% restricted areas.
What we could do here is use the new
calculatePath
to check each Node with_nodePosition inArea "mrk_restrictHere_1"
and send the units its merry way or recalculate with new positions if necessary.The text was updated successfully, but these errors were encountered: