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Help with Pathing


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Hi, We're making a few changes on a private server to rebalance a little, and one of the things I'm doing is a post-path step that forces a zombie to reject a valid path to the target and revert to Damage Area and into Break Block.

The change is going to be a % chance based on the ratio between the pythag distance to target and the sum of the distance between the path points generated. If the ratio is too high then the entity is being taken for a ride by somebody abusing pathfinding, and I'm going to create a high chance of breaking blocks before repathing.

Summing the path length and the calculation looks like a reasonable easy DLL injection, but I can't find a sensible place for it to live. If this is difficult, I think

I can get the same effect by modifying the TraversalProviders cost output to be much more expensive for travelling away from the destination. But this only works if hTarget in the Path is the actual destination. This looks like an easier change but I don't think it'll be as reliable because of the way heights are calculated. I'm also not sure that an expensive path with trigger EAIDestroyArea / EAIBreakBlock because it does still return a clean path.

Are there any guides on pathing that I've missed that might shed some light?

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