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### Describe the project you are working on
A procedurally generated 2D side-scrolling survival game.
### Describe the problem or limitation you are having in your project
Populating terrain …
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The simple solution to this is make attack queue that would dispatch all groups attacking and delay them by few frames like TPR did:
The attack setting was a one attack only
Just don't order eve…
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Using Pathfinder 2e 6.0.3, Foundry 12.327, and Elevation Ruler 0.9.4. Tested in a new world with no other modules.
When adding a waypoint during movement in combat, once the movement is finished th…
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- [X] Re-implement the movement systems for entities to use target positions instead of frequencies,
- [X] Store initial positions for an enemy so it returns to that location if the player outruns th…
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**Message:** in Siren's Grotto, fleeing enemies can run behind the zone line and die in a location where looting is impossible
**User:** Nocu (Dolmir) [Shaman] (cid: 663342, accid: 75350, client: RoF…
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http://dotween.demigiant.com/pro.php
If we were to add support for Pro, what's the best way to separate the Pro actions from the free ones?
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Client Version (type /ver in game) :
30160203_0
Server Version (type @revision in game) :
14a1e3d
Source Branch (master/stable) :
master
Additional Information (Steps to reproduce/Expected behavior…
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Currently there are no AI.
Enemy creatures just standing.
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When a ride breaks down, find_closest_mechanic only considers the closest mechanic in x-y space, completely ignoring paths. It's good enough for flat parks but fails in vertical or partitioned lay…
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Hi there,
I am trying to develop a pathfinding algorithm for an AGV (Automated Guided Vehicle). It might be a bit different from other scenarios, as the AGV needs to decelerate to a complete stop whe…