ghostlysounds Posted October 15, 2015 Share Posted October 15, 2015 Hello, I'm trying to get a ped to walk to a waypoint (or any point, for that matter), but currently I'm only able to get the ped to walk in the direction of the waypoint, until it reaches an obstacle. It then just walks in place. I'd like the ped to follow a path to the waypoint, much like going in a taxi does (except not in a vehicle). Here is the code I'm currently using which is just walking the ped into nearest obstacle: currCompanion.Task.ClearAll(); TaskSequence seq = new TaskSequence(); //seq.AddTask.GoTo(new GTA.Math.Vector3(-165f, 979.127f, 118.165f), true, -1); //this is also working but walking into nearest obstacle seq.AddTask.GoTo(World.GetWaypointPosition(), true, -1); seq.Close(); currCompanion.AlwaysKeepTask = true; currCompanion.Task.PerformSequence(seq); UI.Notify(World.GetWaypointPosition().ToString()); I've read in other threads that it might be an issue with the position.Z value that is being returned, but I can't figure out how to solve based on the threads I've read: http://gtaforums.com/topic/797312-strange-behavior-of-taskgoto/?hl=task_follow_nav_mesh_to_coord&do=findComment&comment=1067522414 http://gtaforums.com/topic/813642-get-ai-ped-to-swim-to-boat/?hl=%2Bpath+%2Bnode&do=findComment&comment=1067848388 Do I have load path nodes before I call .GoTo? If so, how do I do this in C#? If anyone could shoot me a snippet of code that would get this working I'd appreciate it!! Link to comment Share on other sites More sharing options...
FowardElement Posted October 16, 2015 Share Posted October 16, 2015 The only way I have been able to do this, is to have multiple GoTo tasks within the sequence. For example, I have a ped that spawns at the main entrance to the court house and there is 4 different GoTo tasks just to get him to a car waiting at the curb. I'm sure that is not the best way to do it, but its the only way I have been able to. Link to comment Share on other sites More sharing options...
sasuke78200 Posted October 16, 2015 Share Posted October 16, 2015 Hey have you tried this native "TASK_FOLLOW_NAV_MESH_TO_COORD", it might work for what you want to do. Link to comment Share on other sites More sharing options...
elsewhat Posted October 17, 2015 Share Posted October 17, 2015 The only way I have been able to do this, is to have multiple GoTo tasks within the sequence. For example, I have a ped that spawns at the main entrance to the court house and there is 4 different GoTo tasks just to get him to a car waiting at the curb. I'm sure that is not the best way to do it, but its the only way I have been able to. Same here. Currently implementing this approach for the individual actor recording feature of scene director mod. Link to comment Share on other sites More sharing options...
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