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Forum: All Forums : Call of Duty 2
Category: CoD2 Scripting
Scripting and coding with Call of Duty 2.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Navigation mesh in COD2
IzNoGoD
General Member
Since: Nov 29, 2008
Posts: 694
Last: Nov 10, 2012
[view latest posts]
Level 6
Category: CoD2 Scripting
Posted: Tuesday, Aug. 14, 2012 06:38 pm
Hi all,

A lot of people were talking about making zombots. A few even had a clue how to implement the astar algorithm for waypoint-based pathfinding.

I hope to get one step further by adding mesh-based pathfinding.

Vid: http://www.xfire.com/video/59f3c4/

Background info: http://www.ai-blog.net/archives/000152.html
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoD2 Scripting
Posted: Friday, Aug. 17, 2012 07:48 pm
there was already a bot mod using A-Star for AI navigation but it was way too slow, bots stopped at every waypoint for about 1 second. No clue if it could had been optimized...

mesh-based pathfinding seems faster, good job so far!
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IzNoGoD
General Member
Since: Nov 29, 2008
Posts: 694
Last: Nov 10, 2012
[view latest posts]
Level 6
Category: CoD2 Scripting
Posted: Friday, Aug. 17, 2012 11:27 pm
Got it working on a slightly different map too: now using non-triangular mesh parts, no lagg when using 128 moving models simultaneously.
Really pushing limits here :)

No astar yet, currently relying on linearity in map for pathfinding (only one way to get from each point to every other point)
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IzNoGoD
General Member
Since: Nov 29, 2008
Posts: 694
Last: Nov 10, 2012
[view latest posts]
Level 6
Category: CoD2 Scripting
Posted: Saturday, Aug. 25, 2012 10:35 pm
Astar has been implemented along with a lot of bugfixes. Bots now stay inside the mesh but try to get as close as possible to a player if said player is outside the mesh.

Now thinking about adding a jump-ability to the bots.

Altough... im losing a bit of interest in cod2. Seems like its dead and buried already and no one told me.
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IzNoGoD
General Member
Since: Nov 29, 2008
Posts: 694
Last: Nov 10, 2012
[view latest posts]
Level 6
Category: CoD2 Scripting
Posted: Saturday, Aug. 25, 2012 11:42 pm
Just added the ability to flank a player if the normal route has become a slaughterhouse:

http://www.xfire.com/video/5a443a/
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explo32
General Member
Since: May 8, 2008
Posts: 67
Last: Jan 7, 2015
[view latest posts]
Level 3
Category: CoD2 Scripting
Posted: Sunday, Aug. 26, 2012 11:17 pm
Many people still play on Zombie servers in CoD 2.
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IzNoGoD
General Member
Since: Nov 29, 2008
Posts: 694
Last: Nov 10, 2012
[view latest posts]
Level 6
Category: CoD2 Scripting
Posted: Monday, Aug. 27, 2012 02:10 pm
Just added jump to zombies.
Still quite buggy though:

http://www.xfire.com/video/5a4fad/

(the crash in the video has since been resolved)
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Johnno
General Member
Since: Mar 21, 2006
Posts: 160
Last: Dec 4, 2017
[view latest posts]
Level 4
Im a fan of MODSonair
Category: CoD2 Scripting
Posted: Monday, Aug. 27, 2012 06:36 pm
I've been following this post for a while, and although i havn't played 2 for a long time now, i'm finding this interesting. Keep it going [rocking]
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IzNoGoD
General Member
Since: Nov 29, 2008
Posts: 694
Last: Nov 10, 2012
[view latest posts]
Level 6
Category: CoD2 Scripting
Posted: Monday, Aug. 27, 2012 07:44 pm
Fixed the bugs.
http://www.xfire.com/video/5a5198/
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serthy
General Member
Since: Sep 8, 2010
Posts: 482
Last: Jun 28, 2013
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD2 Scripting
Posted: Monday, Aug. 27, 2012 08:50 pm
What to say...
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