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Old 26/09/2017, 01:59 PM   #141
Skream
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Default Re: PathFinder by Pamdex

Is there a version of this plugin to work with ColAndreas?
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Old 30/07/2018, 07:12 PM   #142
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Default Re: PathFinder by Pamdex

I created this plugin on CA, but... there`re problems

HELP me please, I need any help about this!
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Old 26/12/2018, 11:29 AM   #143
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Default Re: PathFinder by Pamdex

is it available to find the right coordinates when we apply it for FCNPC ?
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Old 12/01/2019, 02:02 PM   #144
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Default Re: PathFinder by Pamdex

I'll update this plugin - rewriting code (using C++11 standard) and adding multithreaded ColAndreas support instead of MapAndreas - but first I have to make a special version of multi-threaded ColAndreas with plugin API.

Pathfinding will be possible also under bridges or other objects without any problems.
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Old 12/01/2019, 06:54 PM   #145
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Default Re: PathFinder by Pamdex

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Originally Posted by pamdex View Post
I'll update this plugin - rewriting code (using C++11 standard) and adding multithreaded ColAndreas support instead of MapAndreas - but first I have to make a special version of multi-threaded ColAndreas with plugin API.

Pathfinding will be possible also under bridges or other objects without any problems.
Sounds very promising, there is just so much that has to go right to actually pull this off I am sure you will! Looks like SA-MP is headed into an era of advanced NPC control / Pathfinding it's so close now but really development of these things takes a long time and a lot of people but with the things I have seen going on lately we should hit the next critical mass breakthrough very soon.
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Old 12/01/2019, 09:28 PM   #146
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Default Re: PathFinder by Pamdex

ColAndreas still needs optimizing honestly, just some small refactoring could make it vastly faster as codectile proved with his physics plugin. If we get that, your API, and this PathFinder update... Smart NPC's only missing AI.
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Old 12/01/2019, 11:26 PM   #147
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Default Re: PathFinder by Pamdex

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Originally Posted by Crayder View Post
ColAndreas still needs optimizing honestly, just some small refactoring could make it vastly faster as codectile proved with his physics plugin. If we get that, your API, and this PathFinder update... Smart NPC's only missing AI.
Yeah, the whole project really needs a complete overhaul in design from the ground up. Which shouldn't be too hard for someone with a decent level of experience to accomplish fairly quickly. ColAndreas really isn't that overly complicated and I am sure there is some things could be vastly improved.
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Old 16/01/2019, 04:53 PM   #148
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Default Re: PathFinder by Pamdex

Quote:
Originally Posted by pamdex View Post
I'll update this plugin - rewriting code (using C++11 standard) and adding multithreaded ColAndreas support instead of MapAndreas - but first I have to make a special version of multi-threaded ColAndreas with plugin API.

Pathfinding will be possible also under bridges or other objects without any problems.
you started rewriting it late a bit I had to learn c++ and plugin development to make your plugin on CA: https://github.com/Fleynaro/PathFinderCA
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Old 30/04/2019, 04:53 AM   #149
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Default Re: PathFinder by Pamdex

Code:
../gamemodes/OnGameMode.pwn(17) : error 017: undefined symbol "MapAndreas_GetAddress"
I am using mapandreas 1.2.1
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Old 19/06/2019, 11:11 AM   #150
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Default Re: PathFinder by Pamdex

Can I use with this: https://forum.sa-mp.com/showthread.php?t=273263
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