Wait, workshop has pathfinding finally? YUP! thats the goal anyways, i hope this inspires a new wave of developers to make PvE missions and anything they can use it for. I have provided the source code on the link below in github, though for accessability, i plan to have a version of the pathfinding in a in-game gamemode code as well, in the list below. hopefully the list is complete soon!
featuring deltins tooling
Whats all the new features planned?
step 1 get maps in a 5 digit code: DONE!
Now onto step 2, compression. the current uncompressed gamemodes take thousands of elements just for data, plus the original ~1600 for the base tool. with compression, it takes maybe 100 elements for data plus the ~1600 base. this allows for modes that are multi map to be possible to include pathfinding.
precomputed is step 3, this solves processesing power, which matters if your gamemode has a lot of custom abilities and lots of workshop events.
then lastly is the stretch goal. is to design a hierarchy based system, that can enable better pathing so they dont look like they are on rails as much.
Oh, and also a stretch goal is to get the flashpoint maps done! though, they are very demanding resource wise, id probably only run them with precomputed.
| Map name | configuration | Game Code |
|---|---|---|
| Antarctic peninsula | Uncompressed+base | NT16K |
| Ayutthaya | Uncompressed+base | TETQT |
| Black forest | Uncompressed+base | N6J4Q |
| Blizzard world | Uncompressed+base | 9YGVV |
| Busan | Uncompressed+base | JEFXS |
| Castillo | Uncompressed+base | 2EAF4 |
| Chateau Guillard | Uncompressed+base | QHA7Q |
| Circuit Royal | Uncompressed+base | WFE3M |
| Colosseo | Uncompressed+base | X8E2V |
| Dorado | Uncompressed+base | T6TE2 |
| Ecopoint: Antarctica | Uncompressed+base | DFQ2R |
| Eichenwalde | Uncompressed+base | 5VTYV |
| Esperanca | Uncompressed+base | J3NP5 |
| Hanamura | Uncompressed+base | NT4G5 |
| Hanaoka | Uncompressed+base | H3CH7 |
| Havana | Uncompressed+base | WGZB0 |
| Hollywood | Uncompressed+base | 4XFN6 |
| Horizon Lunar Colony | Uncompressed+base | A5QRZ |
| Junkertown | Uncompressed+base | AYBCN |
| Kanezaka | Uncompressed+base | 6ZT5H |
| Kingsrow | Uncompressed+base | 8BN7X |
| Lijang Tower | Uncompressed+base | K9YVK |
| Malevento | Uncompressed+base | MMPNJ |
| Midtown | Uncompressed+base | 0PGT8 |
| Necropolis | Uncompressed+base | RBMVX |
| Neon Junction | Uncompressed+base | T1MMN |
| New Queen Street | Uncompressed+base | 5X47Q |
| Numbani | Uncompressed+base | 81X9E |
| Oasis | Uncompressed+base | WM826 |
| Paraisio | Uncompressed+base | 6N1HK |
| Paris | Uncompressed+base | P243C |
| Practice Range | Uncompressed+base | CKMER |
| Petra | Uncompressed+base | P4SZ4 |
| Rialto | Uncompressed+base | CY89E |
| Route 66 | Uncompressed+base | X1VZF |
| Runasapi | Uncompressed+base | X7YFV |
| Samoa | Uncompressed+base | TSR0R |
| Shambali Monastery | Uncompressed+base | 0NCJG |
| Temple Of Anubis | Uncompressed+base | T3ZRS |
| Throne Of Anubis | Uncompressed+base | 6ZKJS |
| Volskaya Industries | Uncompressed+base | 4YYCD |
| Watchpoint: Gibraltar | Uncompressed+base | 64T5S0 |
| All maps | compressed+base | N/A |
| All maps | compressed+precomputed + base | N/A |
| all maps | (stretchgoal) hierarchy | N/A |
Developer Notes
In map samoa, its much more dense of a map, so it requires each zone to be made into its own rule due to workshop limits. this should be less of an issue when compressed. since the real limit is the "rule size limit"
Sources
This post utilizes other codes either in part or in full. This could be because they remixed them, used parts of them, were inspired by them, or other reasons.