mwneo Posted January 4, 2017 Share Posted January 4, 2017 For the visualization of a custom ability, I would like to do the following: Find a (walkable) path from the soldier's position to the target square Apply an effect to said path - either highlighting the whole thing or a particle effect moving along the pathIdeally I'd like to use the pathing for the target location validation as well - so that only squares that the soldier could actually walk to are valid targets locations for the ability.Any pointers are appreciated. Link to comment Share on other sites More sharing options...
Dragon32 Posted January 4, 2017 Share Posted January 4, 2017 I'm no modder but sounds like robojumper's Pod Activation Preview does the kind of thing you're trying to do. Link to comment Share on other sites More sharing options...
mwneo Posted January 4, 2017 Author Share Posted January 4, 2017 I've seen that mod before but had forgotten the name. It was one of the reasons why I thought this should be possible somehow, so thanks for reminding me :). However, while I can see how to put a mesh on the pathing tiles from this, it works with vanilla movement to get the path in the first place. I'd need some way to calculate a path between 2 tiles from within my ability script. Link to comment Share on other sites More sharing options...
tracktwo Posted January 5, 2017 Share Posted January 5, 2017 Check X2PathSolver (might have the name slightly wrong, on mobile). This is the class that contains utilities for computing a reachable path between points. Link to comment Share on other sites More sharing options...
NotSoLoneWolf Posted January 7, 2017 Share Posted January 7, 2017 I think a good place to start would be the Andromedon Shell's X2Ability file, as it lays acid across the ground where it walks in a similar fashion to what you are describing here. Link to comment Share on other sites More sharing options...
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