Fallout engine questions

Discussion in 'Fallout General Modding' started by Vondora, Jul 25, 2021.

  1. Vondora

    Vondora First time out of the vault

    7
    Jun 27, 2020
    So, I'm trying to remake Fallout movement in another engine(Don't worry, I'll not announce some big project that will never be finished, If I ever come up with something I'll make it open source). About the hex grid and movement it's almost right, but I can't seem to find the answer to the following questions:

    What's the Fallout pathfinding algorithm name? I'm not a expert at this field, but the A* implementation I've been using don't seem to simulate the zig zag pattern the fallout characters seem to prefer.

    Also, if you can help me figure out What are the dimension of each individual hexagon, the height of a fallout Character and the height of a full wall.
     
  2. Mr.Stalin

    Mr.Stalin Mildly Dipped

    529
    Oct 29, 2015
    The algorithm scans each hexagon on the map, and if it is free, the data about the hex is placed in an array, the scanning of the map hexes continues until the target hex is reached or the total number of hexagons viewed reaches the limit (for example, 2000) in this case, the path is considered as not passable.
    Then the nearest path to the target hex is built from the array of hexes.

    There is an algorithm for finding and building a path here.

    32x16
     
    • [Rad] [Rad] x 2
  3. Vondora

    Vondora First time out of the vault

    7
    Jun 27, 2020
    Thanks! I'll take a look at the code!
     
  4. Mr.Stalin

    Mr.Stalin Mildly Dipped

    529
    Oct 29, 2015
    in the pathData->accumulator algorithm, the higher the value of this accumulator, the more direct the path is built (not zigzag)