Hello,
I’m having some trouble coming up with a solution. My aim is to create a physics object that can block and slow down an enemy AI, but not prevent them from pathing to the player character.
Essentially, the player would be able to push furniture in front of doorways to block the AI. in trying to get to the player the AI would detect the furniture in their way and attack it, which would apply some movement or break the furniture apart. This part I have figured out.
But where I’m stuck is, how do I prevent the NavMesh from cutting off the path from AI to Player? How could I set weighted values so if there’s just furniture in the middle of the room the AI would at least show some intelligence by walking around it?
For example, you have two entrances to a building and one entrance is blocked. The enemy spawns on the blocked side but the weight ends up being higher to walk around the building than to break through the furniture.
Any feedback is much appreciated.
Thank you,
-Metric