Am I the only one who doesn’t obtain any response from the flee behavior?
Seek and Path Following work fine for me on the other hand.
Can it come from my build?
There’s an option in the steering actuator that sets the relax distance, in the path follow and seek behavior, this would be how close the object must get to the target before the execution is completed.
It’s the same way with the flee behavior in that you must specify the maximum distance that the behavior is executed, any object further than the specified distance will do nothing if that is what you specified.
Tried a new build, the whole idea of this is fun enough to simply mess with that it gave me an idea of an arcade game that would revolve around it.
A little hint, to get obstacle simulation to work properly you first need to set the obstacle avoidance algorithm in the world tab, then set the objects that would get in the way as obstacles as well as any of the objects using steering behaviors, if you forget to set the latter as an obstacle than it will go through objects instead of go around them.
I also found the ray-based algorithm more accurate on avoidance as well because it doesn’t depend on the resolution of the navigation mesh, also, if you need rather quick turning behavior, than the acceleration rate will have a much more pronounced effect than jacking up the steering speed.
@Chishado
I think this method would be most suited for Enemy pathfinding. And the Enemy can move around anywhere around the navigation mesh created. i think what you meant was like the player moves in a specific pqth only, like follow the path that works in Blender Render. Maybe you can do it with some physics tweaks and Constraints.