Lua PathFinder: Difference between revisions
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fix category |
m changed GetUnitEstimatedPath to GetEstimatedPath |
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| Line 18: | Line 18: | ||
[3] = startIdxOfDetailedEstimatedPath2, | [3] = startIdxOfDetailedEstimatedPath2, | ||
} | } | ||
<font color="#55ee99"> | <font color="#55ee99">GetEstimatedPath() returns 2 tables: | ||
1 table with the waypoints and 1 table with 3 indices (in the waypoint table) | 1 table with the waypoints and 1 table with 3 indices (in the waypoint table) | ||
when a new (more lazy) pathfinding algorithm begins. | when a new (more lazy) pathfinding algorithm begins. | ||
Revision as of 13:10, 30 April 2010
Development < Lua Scripting < Lua PathFinder
PathFinder
Spring.RequestPath
( string "MoveTypeName" | number moveID, number start_x, number start_y, number start_z, number end_x, number end_y, number end_z [, number radius = 8 ] ) -> nil | pathObject path (see bellow)
Path UserData Object
Path.GetEstimatedPath
( ) -> nil | {
[1] = { x,y,z }, ...
},{
[1] = startIdxOfDetailedPath,
[2] = startIdxOfDetailedEstimatedPath1,
[3] = startIdxOfDetailedEstimatedPath2,
}
GetEstimatedPath() returns 2 tables:
1 table with the waypoints and 1 table with 3 indices (in the waypoint table)
when a new (more lazy) pathfinding algorithm begins.
So the waypoint table contains 3 different levels of details.
Path.Next
( number pos_x, number pos_y, number pos_z, [, number radius = 0 ] ) -> nil | number x, number y, number z