B
Bogan666
Guest
I'm using mp_path functions for my AI currently, and from what I have setup it works well. The only issue I'm *currently* running into is how I've currently got it setup and how it works.
I've got something like this set up:
nearest_tree = instance_nearest(x,y,obj_tree);
mp_grid_path(grid, path,x,y, nearesttree.x+16,nearesttree.y+16,false);
This works great! Minis one issue, if a tree is the closest tree or more than one npc they'll both go to it and stack on eachother, I can't think of a way for a tree to be marked as occupied and have it not come up as the nearest tree unless there is no one on it.
Any help would be appreciated
I've got something like this set up:
nearest_tree = instance_nearest(x,y,obj_tree);
mp_grid_path(grid, path,x,y, nearesttree.x+16,nearesttree.y+16,false);
This works great! Minis one issue, if a tree is the closest tree or more than one npc they'll both go to it and stack on eachother, I can't think of a way for a tree to be marked as occupied and have it not come up as the nearest tree unless there is no one on it.
Any help would be appreciated