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  1. #61
    suicidity's Avatar Contributor
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    Thanks; My thinking place though is the toilet or I usually go to bed thinking about it; And I'll wake up with an image in my head, lines of codes flying and ideas flowing like Urine flows at 5am.

    Just a place to get back, sit there and let things soak.


    Mapping (Pathing etc.)
  2. #62
    luciferc's Avatar Contributor
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    lol.

    I got about 1000+ Lines of code for my pathing.

    Been working on it for a while. XD

  3. #63
    suicidity's Avatar Contributor
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    1000? I was going to say I could send you my pathing..

    Mine is done all in about 40 lines; The extra stuff like the mapper and stuff I dismiss, but + loading / saving it's done total probably 60 lines.

    1000 lines seems really excessive; But you may just be coding a monster masterpiece.


  4. #64
    luciferc's Avatar Contributor
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    Lol. well i made it do zepllins etc

    +its a full mesh map so lots of things for that.
    Last edited by luciferc; 01-25-2009 at 05:40 PM.

  5. #65
    suicidity's Avatar Contributor
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    Not on topic of mapping, but I got a base for custom routines set-up for my bot.

    Similar to Glider's it loads a .vb file and runs it, choosing what it should do and passes it.


  6. #66
    luciferc's Avatar Contributor
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    how do you exclude a public variable from serialization?

    EX:

    public int charmanderkills = 9999;

    how do i not serialize that when i do the whole class

  7. #67
    suicidity's Avatar Contributor
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    Oh, the glorious custom routine!



  8. #68
    luciferc's Avatar Contributor
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    Originally Posted by luciferc View Post
    how do you exclude a public variable from serialization?

    EX:

    public int charmanderkills = 9999;

    how do i not serialize that when i do the whole class
    Well i got my bot working mostly for pathing except for a few flaws here and there mostly logical. having some trouble with it backtracking but all can be fixed in time i suspose.

  9. #69
    xzidez's Avatar Member
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    To you navigation meshers out there

    Im kinda troubled here. I dont know how I should make my navigation mesh class. I mean. The simplest way would probalby be by just going for squares with XY and merge unecessary squares.
    And this is pretty much the only thing I can find when I google on it.

    Is it anyone who uses polygons instead of squares? I got the feeling this would be much better? Also, about flying? How do you determine a flyable path? Just everything above walkable surface? Or do you avoid flying obstacles that are not objects. Like the islands in Nagrand.

    Ehh.. this post ended out quite blurry. But I guess the question is..
    Do you use squares or polygons? And does anyone know a good source on optimizing the merging of polygons?


    crap. this should have been a new post. But ok..
    Last edited by xzidez; 02-06-2009 at 11:00 AM.

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