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Everything posted by StiviK
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I mean the modules find's the neighbour node of a node by looking at the edges of a node. The edges of a node are defined in the graph, the defined edges are only realistic reachable nodes. Which means if the Input graph (sa_nodes) is correct, what you described should not happen.
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The return value of the function is a table with this structure: { { x1, y1, z1 }, { x2, y2, z2 }, ..., { xN, yN, zN } } (where N is the count of the used nodes in the Route) @Jayceon are you trying to use the functions server-side or client-side?
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You should see a message like 'MODULE: Loaded "Pathfind Module" (1.00) by "Jusonex, StiviK"' in the console, otherwise it was not loaded! Did you add it to your mtaserver.conf! Or try 'loadmodule ml_pathfind_TYPE.dll' in the console.
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An example script directly not, but here is it how i use it in my Gamemode: function GPS:constructor() -- Check if module is loaded if not loadPathGraph then outputDebugString("GPS module not loaded. Continuing without...", 2) return end -- Load path graph self.m_GraphId = loadPathGraph("files/paths/sa_nodes.json") end function GPS:destructor() if unloadPathGraph then unloadPathGraph() end end function GPS:getRoute(callback, from, to) if not findShortestPathBetween then return false end return findShortestPathBetween(self.m_GraphId, from.x, from.y, from.z, to.x, to.y,
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The grapsh needs to be a json file (like this https://raw.githubusercontent.com/eXo-MTA/ml_pathfind/v1.0.2/test/sa_nodes.json), i hope you unterstand the structure. By the way, Windows 64bit builds are now available: https://github.com/eXo-MTA/ml_pathfind/releases/tag/v1.0.2
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Hello, We, the eXo-Reallife team, would like to release a module that is also used on our server. It is a pathfinding module developed by Jusonex and StiviK. The module uses the A * algorithm. (https://en.wikipedia.org/wiki/A*_search_algorithm) We use this for our GPS: Why did we develop a module for this and did not simply write a script? This has a very simple reason. The module calculates the routes in your own threads, which has the advantage that it is much faster than a script, and secondly, you can calculate how much routes as you want side by side. This will not
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"I didn't know NVidia GeForce GT 630M also had 4 GB, I have 1 GB D:" I also didn't know it ^^ I have 2GB but MTA shows 4GB - StiviK
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Hello, I create a class which can create moveable dxElements. It is very easy to use. If you don't know what i mean, just watch one of the Videos -- create dxMoveableElement dxMoveable:createMoveable(int w, int h, bool withAlpha) --destroy dxMoveableElement:destroyElement() -- how to draw the moveable myMoveable = dxMoveable:createMoveable(259, 254, true) dxSetRenderTarget(myMoveable.renderTarget, true) dxDrawRectangle(0, 0, 259, 254) dxSetRenderTarget() myMoveable.posX, myMoveable.posY = 100, 500 -- default (0, 0) addEventHandler("onClientRender", r