Allow modders to modify the variables to whatever pathfinding algorithm is used in the engine. In particular I want to use this for MobileParty's on the campaign map. That way we can make parties do things like be unable to travel across enemy-controlled settlements, bridges, or other territory. For example take this town.
It sits on a river crossing. What I can do is set the faces that cover the town to a specific id or maybe cost. What I want to do is then be able to do is during the campaign decide for each party whether that id acts as a wall in the pathfinding algorithm or not. So do something like add a field to MobileParty called FaceIdsToAvoid or FaceCostsToAvoid or both that we can assign to, and then consider these fields in pathfinding. Having the option to do this can make things like controlling chokepoints (bridges, fords, isthmuses, mountain passes, etc.) actually important.
I think something like what I describe is already done for Agents with Agent.SetAgentExcludeStateForFaceGroupId, so the infrastructure is already in place for missions, it just needs to be made to work for MobileParties. Another way to achieve this is to make the navigation mesh accessible to modders, and we can maybe implement our own pathfinding, but doing so would probably be wildly inefficient, so better to have it done in the engine.
It sits on a river crossing. What I can do is set the faces that cover the town to a specific id or maybe cost. What I want to do is then be able to do is during the campaign decide for each party whether that id acts as a wall in the pathfinding algorithm or not. So do something like add a field to MobileParty called FaceIdsToAvoid or FaceCostsToAvoid or both that we can assign to, and then consider these fields in pathfinding. Having the option to do this can make things like controlling chokepoints (bridges, fords, isthmuses, mountain passes, etc.) actually important.
I think something like what I describe is already done for Agents with Agent.SetAgentExcludeStateForFaceGroupId, so the infrastructure is already in place for missions, it just needs to be made to work for MobileParties. Another way to achieve this is to make the navigation mesh accessible to modders, and we can maybe implement our own pathfinding, but doing so would probably be wildly inefficient, so better to have it done in the engine.
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