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FindPath

The corners of a walk between two points on the navigation mesh.

The route an NPC actor would take, string-pulled to its corners: the first is the start snapped to the mesh, the last the end. nil when either point is off the mesh (more than 2 m from it sideways or 4 m up or down - a wall, a roof, the air), when no way joins them, or without a navmesh. Positions in metres, the level’s world space. A path takes well under a millisecond across a village; a mode that asks every tick for every actor should not.

FindPath(x1, y1, z1, x2, y2, z2)
Parameter Type
x1 number the start
y1 number
z1 number
x2 number the end
y2 number
z2 number

table of {x=, y=, z=} corners, the start first; nil for no way

local path = FindPath(px, py, pz, gx, gy, gz)
if path then SendClientMessage(pid, COLOUR_SERVER, #path .. " corners to the goal") end

IsReachable · MoveActor · GetNavmeshHeight · the The world - clock, weather, terrain, the navmesh, the geometry group of the index