Trees Posted October 20, 2016 Posted October 20, 2016 (edited) Hey all, objects.closest uses linear distance to calculate the closest object, is there a way to find the closest walkable object using pathfinding? (Ex. collisionable objects makes the distance by walking longer than linear distance) Couldn't find anything in the api. Edited October 20, 2016 by Trees
Khaleesi Posted October 20, 2016 Posted October 20, 2016 Hey all, objects.closest uses linear distance to calculate the closest object, is there a way to find the closest walkable object using pathfinding? (Ex. collisionable objects makes the distance by walking longer than linear distance) Couldn't find anything in the api. Map#realDistance 3
Lemons Posted October 20, 2016 Posted October 20, 2016 To add to what Khal said, simply add a "true" as the first parameter of a EntityApi.closest() class, like: getObjects().closest(true, "Tree"); 2
Botre Posted October 20, 2016 Posted October 20, 2016 Keep in mind this will be much more expensive. 1
Trees Posted October 20, 2016 Author Posted October 20, 2016 Keep in mind this will be much more expensive. Yeah, but how does it work? Is it using A*? Because I imagine that the pathfinding is calculated client sided when you issue a movement order, which could potentially be done by hooking the callback and getting the path and then not sending it to the server. 2
Botre Posted October 20, 2016 Posted October 20, 2016 Yeah, but how does it work? Is it using A*? Because I imagine that the pathfinding is calculated client sided when you issue a movement order, which could potentially be done by hooking the callback and getting the path and then not sending it to the server. That's a sexy idea.
Solzhenitsyn Posted October 20, 2016 Posted October 20, 2016 Yeah, but how does it work? Is it using A*? Because I imagine that the pathfinding is calculated client sided when you issue a movement order, which could potentially be done by hooking the callback and getting the path and then not sending it to the server. I don't see how this is faster, since it's the difference between locally calculating a path using whichever pathfinding algorithm the OSB team has implemented, and locally calculating a path using whichever pathfinding algorithm Jagex has implemented.
Lemons Posted October 20, 2016 Posted October 20, 2016 I don't see how this is faster, since it's the difference between locally calculating a path using whichever pathfinding algorithm the OSB team has implemented, and locally calculating a path using whichever pathfinding algorithm Jagex has implemented. Faster, no, but it would be useful in that is would be the exact path your character is going to follow before walking.