Neanel Posted June 5, 2019 Share Posted June 5, 2019 Hey there, I've been looking into walkPath for some time now as it seems to be the most efficient way to go to certain areas without using too much RAM (Looking at you, webwalk). This worked fine but when I moved to my next script, there were obstacles in the way & as you know; walkPath does not handle obstacles. So the simple solution was of course too split up the paths & handle the objects after each sub-path, which again worked fine, but gave me too much things to keep track of so I started searching for a solution to walk a path while handling any obstacle in the way (or at least gates & stairs), which I did not find. I decided to make a solution for this problem & I've been making great progress, but I hit another problem: When you go up for example up/down certain ladders, the z-position doesn't change but instead the x/y-position changes completely (like +5000), which made me unable to sort the getPath of a WalkingEvent by distance of the player thus making it hard to determine if a player can or can't reach the next position. Which leads me to my question, how do I get the next position that my player will try to walk to when using walkPath, considering that a player can start in the middle of the path & will still go to the next one? There's probably a simple solution that I overlooked (I hope). Thanks in advance, Neanel TL;DR: How to determine next position of walkPath? Quote Link to comment Share on other sites More sharing options...
Neanel Posted June 6, 2019 Author Share Posted June 6, 2019 Bump Quote Link to comment Share on other sites More sharing options...
Neanel Posted June 6, 2019 Author Share Posted June 6, 2019 Bumping again Quote Link to comment Share on other sites More sharing options...