$HEADER

"Path finding" PlugIT

Move an object using the environment's navigation mesh and find the best path to the target. This PlugIT is useful for simulating dynamic movements in complex environments, such as NPCs in video games or autonomous agents in simulations.

 

Parameters

1

Defines the character object to be used.

2

Initial direction of the character, ensuring it moves correctly based on the model.

3

Radius of the model to consider for movement.

4

Height of the model to consider for movement.

5

Walking speed.

6

Running speed.

7

Enables a random starting position.

8

Minimum speed for random movements.

9

Maximum speed for random movements.

10

Enables random stops during movement.

11

Stops the object in case of a physical impulse.

12

Allows the character to chase a defined target.

13

Target object to reach or follow.

14

Minimum distance to start chasing the target.

15

Idle random animations to play when the character is inactive.

16

Random walking animations.

17

Walking animation speed coefficient to match movement speed.

18

Random running animations.

19

Running animation speed coefficient to match movement speed.

20

Random jumping animations.

21

Random animations when the character is hit by a physical impulse.

22

Random animations when the character reaches its destination.


 

Actions

Reset

Resets the character.

Load

Loads and starts the character.

Set speed

Sets a new speed for the character.

Resume

Resumes movement or actions after pausing.

Stop

Immediately stops the character's movement.

Run to

Makes the character run to a given target. The link parameter must contain an X Y Z position or an object name.

Chase to

Activates character chase of a specific target. The link parameter must contain an X Y Z position or an object name.

Walk to

Makes the character walk to a defined target. The link parameter must contain an X Y Z position or an object name.


 

Events

Chase caught

Triggered when the character reaches its target in chase mode.

Chase out

Triggered when the target leaves the chase radius.

Chase in

Triggered when the target enters the chase radius.

Loaded

Triggered after character loading.

Speed

Returns the character's current speed.

Stopped

Triggered when the character comes to a complete stop.

Jump

Triggered when a jump occurs.

Target reached

Triggered when the character reaches its target.

Moving

Triggered when the character starts moving.

$FOOTER