Like I said, you can either generate a list of waypoints and use deltayaw to go toward those, or you can use a linepick and determine what is in front of the bot, then decide what to do.
In my game, I am using a combination of both, using the second method to get to the waypoints, allowing for avoiding moving things without having to update a 'no go' map and the waypoints each frame (as well as making the waypoints farther apart)
Chwaga: I disagree, the only thing that needs to be worked out are the two variables cactionCount and cActionCancelCount, and all they do is make sure that the bot does not get stuck turning one way to avoid something one frame and the next turning back to follow the target...to be more specific, action Count will slowly count down each frame, but if the bot is no longer colliding cancel action count will decrease as well. This means that the bot will turn 8 frames after it stops colliding, giving the bot distance between itself and the barrel.
In my game, I am using a combination of both, using the second method to get to the waypoints, allowing for avoiding moving things without having to update a 'no go' map and the waypoints each frame (as well as making the waypoints farther apart)
Chwaga: I disagree, the only thing that needs to be worked out are the two variables cactionCount and cActionCancelCount, and all they do is make sure that the bot does not get stuck turning one way to avoid something one frame and the next turning back to follow the target...to be more specific, action Count will slowly count down each frame, but if the bot is no longer colliding cancel action count will decrease as well. This means that the bot will turn 8 frames after it stops colliding, giving the bot distance between itself and the barrel.