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(2 edits)

Good plugin! Seems to be the only pathfinding plugin for that actually works with MZ3D. However my events seem a lot more slow and 'clumsy' then yours in the video. Any idea of what could be causing it?

 I have npc's being spawned in and I tried setting the script command in their move route to:


  KoTCPathfindToTarget(this._eventId, 13)


 It works but the NPC's seem to get stuck in these back and forth movements before deciding on a path. Sometimes they slowly stop working all together. Unfortuntely my game requires the events to make it to their destination in a set time frame. At this point they're taking way too long for even a demo release. One thing I'm wondering is if you added an option in the drop down commands to have the target be not just 0 for player and 1 and above for events but also an option for this._event() ?

 If you need any more documentation let me know. I would really love to see this plugin running smoothly in my game. And I will definitely tip for the help! 

(+1)

Good afternoon Oktober! :
I am sorry that MZ3D is having issues with this, but I  still got a few days of MZ trial left to work with, we will get to the bottom of the issue until its gone!

I believe that MZ3D is changing the mathmatics of movement speed, i will look into it and get back to you asap.

Thank you for reporting the issue ^^

(1 edit)

Hello again Oktober! 
I may be getting close to a solution, the version i uploaded last could have possibly solved it for you, but if not, you could send me your project, or send me the map that is having the issues, in a project with mz3d setup with your configuration so i can watch the events and make certain that i've tracked down the problem for you.

Discord: Castiger#0538
Castiger on the rpg maker forums
or wherever works for you.

Perfect! I'll try this updated version tonight and let you know ASAP! TYSM!