Commit graph

15 commits

Author SHA1 Message Date
in0finite
2b58398dfb find closest node if we don't have any 2021-09-12 19:53:27 +02:00
in0finite
2aec671a2a remove GetAreaNeighborhood() and add function which gets all areas in radius 2021-09-11 23:13:43 +02:00
in0finite
ec991ee991 rename 2021-09-11 17:19:01 +02:00
in0finite
6b66065ba5 extract method 2021-09-11 04:09:19 +02:00
in0finite
69cb205ade fix finding next node 2021-09-11 02:33:58 +02:00
in0finite
49397154ca split paths into ped and vehicle paths 2021-09-11 01:12:39 +02:00
in0finite
88580229d0 add error check 2021-09-11 01:03:40 +02:00
in0finite
1c389b2d91 some API changes 2021-09-11 00:51:23 +02:00
in0finite
b98da7fda5 add todos 2021-09-11 00:28:35 +02:00
in0finite
5754ea275b ... 2021-09-08 22:48:02 +02:00
in0finite
c97e7f4594 use world system for spawning NPC peds 2021-09-08 22:46:58 +02:00
in0finite
3d4ea8c0f5 ... 2021-09-08 18:19:24 +02:00
in0finite
b62e786dad ... 2021-09-07 00:47:54 +02:00
in0finite
6f866fa750 change namespace 2021-09-07 00:45:25 +02:00
Damien
5862efba4f
[#79] AI peds pathfinding (#111)
* Added Ped AI with debug info

* Improved ped AI + auto spawn for each players

* Disabling Ped Spawner script for clients

* Added flee script for peds and reworked peds AI

* Optimized Ped spawning script

* Removed unused ped command

* Convert class to struct in NodeFile.cs

* Revert style on Ped_Spawning

* Fixed respawning ped issue on multiplayer

* Improved ped's AI and spawns

* Added FindYCoordWithXZ method

* Fixed peds spawn point on bridges + added Ped tag

* Removed Ped tag to improve performances

* Fixed ped trying to spawn when player is in interior
2021-08-08 01:05:13 +02:00