Added: fallback case: finds closest point to the goal if there is no direct path!



Ok, i separated the path finding from the form unit, it works like i described - using callbacks, here is the new download:

http://www.gtatools.com/temp/astar1.rar

If you need older one for any reasons it is here:
http://www.gtatools.com/temp/astar1_old.rar

EDIT:

jdarling:

this is now all possible what you described, the map area field is dynamic, and you can also specify it to wrap worlds (it cannot go to negative coords, you need to enlarge the field you give to pathfinder and compensate for it in the callback routines)

im not sure if you could make warp areas, it could be done, just give the cube at the warp entrance much bigger priority if the warp exit is closer..