Hello
Greetings:
I am relatively new to AGS and totally new to the forums. So let me first express my awe to the great amount of work put into this project and comunity :o
Now what I want to achieve:
* a field of squares, where EACH square is walkable
* many characters at the same time on the field
* every square can contain resource that caracters want to collect, dangers that will hurt the characters a little bit, or none
* every square can be solid
* solid squares are walkable, just take more time to dig through it and make the square normal
* initially all squares are solid (characters dig tunnels like rats)
* each character has parameters about how inclined he is to dig or let himself get hurt by a danger in expense for a shorter path
Problem:
As of this writing I didn't find any info on how to set the heuristics of the A* when the sorted queue is expanded. I want to add to the cost of each node also its cost in contents (resource, danger or normal) and its cost in speed (normal or must_dig) for that particular character.
Question:
Could you please forward me to a solution/module/plugin that can help me?
Disclaimer:
The task I am currently after is the core feature of an action-adventure game I am developing. Dropping it will practically make the whole project redundant :'(
So it would be of great help to know if it is even possible to do in AGS?
PP: sorry if this question is already cleared elsewhere, tried my best to read everything about AGS pathfinding
PPP: sorry that my first post is a question rather than some help
Greetings:
I am relatively new to AGS and totally new to the forums. So let me first express my awe to the great amount of work put into this project and comunity :o
Now what I want to achieve:
* a field of squares, where EACH square is walkable
* many characters at the same time on the field
* every square can contain resource that caracters want to collect, dangers that will hurt the characters a little bit, or none
* every square can be solid
* solid squares are walkable, just take more time to dig through it and make the square normal
* initially all squares are solid (characters dig tunnels like rats)
* each character has parameters about how inclined he is to dig or let himself get hurt by a danger in expense for a shorter path
Problem:
As of this writing I didn't find any info on how to set the heuristics of the A* when the sorted queue is expanded. I want to add to the cost of each node also its cost in contents (resource, danger or normal) and its cost in speed (normal or must_dig) for that particular character.
Question:
Could you please forward me to a solution/module/plugin that can help me?
Disclaimer:
The task I am currently after is the core feature of an action-adventure game I am developing. Dropping it will practically make the whole project redundant :'(
So it would be of great help to know if it is even possible to do in AGS?
PP: sorry if this question is already cleared elsewhere, tried my best to read everything about AGS pathfinding

PPP: sorry that my first post is a question rather than some help