makson1992 Posted July 19, 2016 Share Posted July 19, 2016 How efficent is the A* pathFinding algorithm? Is it good enough to move from Stronghold Of Security to bank and back? Quote Link to comment Share on other sites More sharing options...
GaetanoH Posted July 19, 2016 Share Posted July 19, 2016 If I recall correctly Stronghold of Security isn't added in the webwalking. So you have to handle these doors manually... Not 100% sure 2 Quote Link to comment Share on other sites More sharing options...
makson1992 Posted July 19, 2016 Author Share Posted July 19, 2016 too bad, i remember Nexus client supported it back in 2010 Quote Link to comment Share on other sites More sharing options...
Precise Posted July 19, 2016 Share Posted July 19, 2016 If I recall correctly Stronghold of Security isn't added in the webwalking. So you have to handle these doors manually... Not 100% sure This is correct 1 Quote Link to comment Share on other sites More sharing options...
Solzhenitsyn Posted July 22, 2016 Share Posted July 22, 2016 (edited) Hi man, Almost all taught pathfinding algorithm will be good enough. A* is best pathfinding for games, and is modification of base work done by Dijkstra. Dijkstra is easiest to implement. If you implement by hand, and distances are short, just do Dijkstra because A* weighted nodes are pain in my asshole. Why you need implement your own pathfind method, though? Bot client already got some algorithm implement. For obstacle handle write method and call when you need. Edited July 22, 2016 by FuckingAshole Quote Link to comment Share on other sites More sharing options...