Hey all,
First post in this section, so hope I don’t break any rules (usually stick to the newbie forum).
JUMP TO BOTTOM FOR THE QUESTIONS THEMSELVES, THE REST IS CONTEXTUAL PRE-RAMBLE.
Basically I have AI monsters which do nothing but use their own NavMeshAgents to close in on the player.
I have a player which is actually AI controlled (it’s a learning environment for me to learn AI).
Now, the problem is that the ‘player’ cube primitive (I’ll just call him “Mannie” from now on) has a tendency to just run through the mobs to reach his target as per his NavMeshAgent.
I can’t add a NavMeshObstacle to the mobs as this will conflict with the NavMeshAgent on them. I COULD implement a different path finding system for them (I will prob do this at some point as part of my learning - just not right now) and this would allow me to use NavMeshObstacle… but looking for an alternative.
I have start writing a ‘detour’ system that check for mobs in the path, and then create a waypoint to cirumnavigate the mobs. The problem with this is that I can’t find a way to add this waypoint to the NavMeshAgent.path… unless I’m missing something really simple…
So, my questions are as follow:
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Is there an actual way to adjust the path’s corners manually? Perhaps copy them, add waypoints, reinsert?
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Failing that is there another way I can trick the NavMeshAgent to avoid the Mobs without adding NavMeshObstacle or writing my own simple pathfinding for the mobs (they’re essentially zombies…)
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Any other thoughts for this noob, who is very willing to read, study and learn (just a little misguided at times)
Many thanks,
Mike


