I'm setting up a situation where I have many paths for npc's and I need each one to follow his/her specific path depending on there job or task, from time to time each npc may need to leave its path and rejoin it again later...... this is where I'm getting a little lost as many of the paths cross each other or have points very close to each other and using the standard ai path code the npc grabs the closest point of any path and joins it, not ideal, I need my npc's to be able to find the nearest point of his own path
I know all this has to be custom coded but before I start tearing apart ai code I need to be sure about path Indices
with "AIGetTotalPaths()" is index 1 the first path I create, 2 the 2nd ... and can I be sure GG will asign path Indices in the order that I create them, also I would assume that "AIPathGetPointX/Y" also return each point on the path in the order they was created?
I thinking of a virtual map mimicking each path in a Lua table so all I have to do is asign the npc a table and he has all his path info, but I'm relying on GG being consistent with assigning Indices, this is the only clean method I can think of.