Currently the MoveTo always needs all coords. I want to use it wiht only xy and let the high be open. This should also return a valid point to navigate to. @ Mashtag is there any option to do this righ away. e.g. I want to moveto("123.453,??,-12.34); I can not ask from -50 to +50 in 10 steps until the navigator returns a valid path but I think mashtag would not like this. So what way do I have to move like this. I mean ?? should be obvoius for the gaja navigator becuase there is only one hight at a normal location. And if we are in Limsa where it could happen that there are more than one either return an error or return all posible values for ?? can i use canfullynavigateto with dummy locations and varoius z values and see which is actually return true? Or will you kill me if i use this function with a list of 30 targets?
Definitely do not do this, its a very easy way to get banned from the nav server. First a small correction, X and Z are the 2d plane and Y is the height. Having only the X and Z cords is rough and there is no simple solution otherwise I would have made a system to convert all the grind/gatherbot profiles over to orderbot profiles when orderbot was added. The problem lies with that at a given X and Z that there may be several valid Y's that you can navigate to ie inside a cave and ontop of the cave or stairs and that there maybe several Y's that you cannot navigate to such as part of tree, or perhaps a overhanging ledge from a cliff. With multiple results its hard to be certain where the bot needs to go. If you absolutely have to proceed with only X and Z then you'll have to do something like Code: var bottomUp = new Vector3(givenX,float.Min,givenZ); var topDown = new Vector3(givenX,float.Max,givenZ); Vector3 bottomHit,topHit; WorldManager.Raycast(bottomUp,topDown,out bottomHit); WorldManager.Raycast(topDown,bottomUp,out topHit); if (bottomHit == topHit) { //"Valid" Y, ie the ray projected from the bottom down and from the top up both hit the same spot } But again, there are issues with this method and casting rays is kinda slow.
thanks So my current solution is also only using one gaja call but wiht 20 Targets. So this is not wanted as I understood. Then I willl try raycast thx. The raycasting doesnt work properly. It only works in clode distance. But if I am around 100,10,100 and try to raycase at -300,??-300) The result from raycast ist always false. While the .CanFullyNavigateTo works flawless. From Server load point of view. I assume that the .CanFullyNavigateTo is only one request to the server no mather how manny targets are in. While .CanFullyNavigate would perform a request each time. So if I use every 5-20 Minutes a .CanFullyNavigateTo wiht 20 Targets would this be a problem?
Don't like that very much. Well then I will have to use a differnt mesh than the one from your server.
I tried a similar method to this, and it actually worked very well for about 200 yalms in any direction, but then it seems like raycasts always miss when you do the check beyond a certain point. I am interested in doing this because I want to make a "Travel" plugin that lets you enter X / Y coords and travel there. Sounds like maybe the best I can do for now is create a plugin that lets you keep a list of POI and filter based on distance to a relative X/Y coord using the map distance conversion formula & travel there.