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  1. #1486
    -Ryuk-'s Avatar Elite User CoreCoins Purchaser Authenticator enabled
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    Originally Posted by Wilbo007 View Post
    What's traceline navigation? looks pretty cool to me
    Finding a path via traceline, no mesh required... simple yet effective flying without hitting trees

    EDIT: A better preview:

    Last edited by -Ryuk-; 11-27-2012 at 02:45 PM.
    |Leacher:11/2009|Donor:02/2010|Established Member:09/2010|Contributor:09/2010|Elite:08/2013|

    Screenshot Thread
  2. #1487
    Frosttall's Avatar Active Member
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    Originally Posted by -Ryuk- View Post
    Finding a path via traceline, no mesh required... simple yet effective flying without hitting trees

    EDIT: A better preview:

    I also try to improve our flying navigation via traceline and working pretty well so far, but I don't get the approach you're taking at all. Did you just forget to erase the past drawn lines or do you calculate the collisions in that way every single time?

  3. #1488
    Apoc's Avatar Angry Penguin
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    Originally Posted by -Ryuk- View Post
    Finding a path via traceline, no mesh required... simple yet effective flying without hitting trees

    EDIT: A better preview:

    How to overcomplicate 101!

    Seriously; you only need to do at most, 10-15 tracelines in front of you to have basic flight capabilities. (More to avoid the whole "I'm under a building edge" type thing)

  4. #1489
    DarkLinux's Avatar Former Staff
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    Traceline can not replace a mesh nav. It should be only used for LOS things like building edges, trees and stuff on the ground... If you want to go from point A to point B fast and efficiently you must apply Dijkstra's algorithm. You cant do that with Traceline, it would in insane. I do like the idea But a mix of the 2 would be so much better Come to think of it why does HB not do that? I have seen HB run into so many objects... Like x-mass is coming up and how it runs into x-mass trees -_-

  5. #1490
    Frosttall's Avatar Active Member
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    Originally Posted by DarkLinux View Post
    Traceline can not replace a mesh nav. It should be only used for LOS things like building edges, trees and stuff on the ground... If you want to go from point A to point B fast and efficiently you must apply Dijkstra's algorithm. You cant do that with Traceline, it would in insane. I do like the idea But a mix of the 2 would be so much better Come to think of it why does HB not do that? I have seen HB run into so many objects... Like x-mass is coming up and how it runs into x-mass trees -_-
    Of course isn't it able to replace a navmesh. I don't get the poin about Dijkstra since they first apporach is a way to move around an obstacle at all, no matter if it's efficient or not.
    The problem here in that case is that you can't do as many tracelines as you want to and calculate a path with A* or Dijkstra since you have to use injection and hundreds or thousands of tracelines would slow down the whole game and result in a big overhead.


    I'm curious if you've found a way to have a 3d mesh which allows you to calculate the best paths in a three dimensional space since this would cost much much more ressources than it does already 2d.
    The reason why you can't have a perfect navmesh is the reason that TraceLine only returns results for a line, but your character model collides as a cylinder (get the difference between a 3d and a 1d shape?). In fact do you need an infinite amount of TraceLine-Actions in order to really determine if you would run into any collision. The current approach with about 15 tracelines start at the edges of the character-model at the start- and end-location is enough because it keeps a balance between efficiency and costs.

  6. #1491
    -Ryuk-'s Avatar Elite User CoreCoins Purchaser Authenticator enabled
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    Originally Posted by Apoc View Post
    How to overcomplicate 101!

    Seriously; you only need to do at most, 10-15 tracelines in front of you to have basic flight capabilities. (More to avoid the whole "I'm under a building edge" type thing)
    This screenshot I provided is doing exactly that. We simply use traceline to go from A to B. The reason there is a whole mess of things here is because In this screenshot I was archa botting, this was the result after farming the whole zone, so around 8 different paths from my start location to the next dig/survey.

    If you have a better method... Please share ^^
    |Leacher:11/2009|Donor:02/2010|Established Member:09/2010|Contributor:09/2010|Elite:08/2013|

  7. #1492
    Frosttall's Avatar Active Member
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    Originally Posted by -Ryuk- View Post
    This screenshot I provided is doing exactly that. We simply use traceline to go from A to B. The reason there is a whole mess of things here is because In this screenshot I was archa botting, this was the result after farming the whole zone, so around 8 different paths from my start location to the next dig/survey.

    If you have a better method... Please share ^^
    So you just rendered old tracelines?

  8. #1493
    -Ryuk-'s Avatar Elite User CoreCoins Purchaser Authenticator enabled
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    Originally Posted by Frosttall View Post
    So you just rendered old tracelines?
    Our Rendering Manager keeps the LineObject until I call Clear()

    The screenshot was was showing all the tracelines to farm a whole zone.
    |Leacher:11/2009|Donor:02/2010|Established Member:09/2010|Contributor:09/2010|Elite:08/2013|

  9. #1494
    Frosttall's Avatar Active Member
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    Originally Posted by -Ryuk- View Post
    Our Rendering Manager keeps the LineObject until I call Clear()

    The screenshot was was showing all the tracelines to farm a whole zone.
    Oh well, that makes it clear. More interesting would be a screenshot of a single calculation tho.

  10. #1495
    Cromon's Avatar Legendary


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    on a sidenote...

    Started a little in process code editor that lets you modify and run code on the fly using some API functions from the host in Planetside 2. By implementing IPSSnippet those snippets can hook up to certain events like EndScene and stuff.

    An image of one such snippet (mostly chat related):


    And ingame:
    Last edited by Cromon; 12-03-2012 at 07:14 PM.

  11. #1496
    Fuchss's Avatar Private
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    Can you do this on a live server ?

  12. #1497
    Fuchss's Avatar Private
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    lol

    Originally Posted by DrakeFish View Post
    Figured a way to instantly rotate a whole gameobject. It works great and allows me to rotate it on all three angles. This will be included in EmuDevTool so developers can take advantage of it when building worlds.

    Can you do this on a live server ?

  13. #1498
    DarkLinux's Avatar Former Staff
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    This tool was developed for private servers. I dont remember if it was done client side and then pushed to the server... Therefore you could do this on retail servers but it only would be client side.. Last time I talked to DrakeFish this only worked on 3.3.5 server.

  14. #1499
    Corthezz's Avatar Elite User Authenticator enabled
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    Just another video of my 1.12.1 bot:
    1.12.1 Bot Custom Class - YouTube

  15. #1500
    DarkLinux's Avatar Former Staff
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    Working on Warz Stuff...



    Thanks to Jadd for Rotation code Math is hard

    +Radar
    +Aim bot (Buggy)

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