[FIXED] NPC Attack Behavior
-
LeoX9
- UOX3 Novice
- Posts: 55
- Joined: Fri Nov 18, 2011 9:19 am
- Location: Arizona, USA
- Has thanked: 0
- Been thanked: 0
NPC Attack Behavior
I've noticed that on my server, If I kite a few mobs, than when they get to me to attack, they line up , instead of going around each other to get to the various positions around my character to attack.... Thus, seeming as if they are lining up to die haha. Any idea's on how to fix this?
- Xuri
- Site Admin
- Posts: 3704
- Joined: Mon Jun 02, 2003 9:11 am
- Location: Norway
- Has thanked: 48 times
- Been thanked: 8 times
- Contact:
A problem with the pathfinding code in UOX3, unfortunately. While it can (when advancedpathfinding is turned on) pathfind through the most complex of labyrinths, it currently does not seem to take into account any characters blocking its path - just retries the same path over and over and over because it _seems_ valid.
I'm not sure how to fix this. I _have_ found a few funky workarounds, one of which makes the NPCs circle-strafe you and never stand still (lol), and one that throws in a few random changes of direction every now and then, but they are kinda hacky and can lead to some weird-looking NPC movement. :/
I'm not sure how to fix this. I _have_ found a few funky workarounds, one of which makes the NPCs circle-strafe you and never stand still (lol), and one that throws in a few random changes of direction every now and then, but they are kinda hacky and can lead to some weird-looking NPC movement. :/
-= Ho Eyo He Hum =-
-
LeoX9
- UOX3 Novice
- Posts: 55
- Joined: Fri Nov 18, 2011 9:19 am
- Location: Arizona, USA
- Has thanked: 0
- Been thanked: 0
Something interesting that I just found out:
I went into the 'uox.ini' file and changed the NPC movement speed a tiny bit... by .1 or .2.. This seems to have made them smarter in a way... Haha... Probably didn't really do that but their behavior for attacking seems to be more how it used to be back in the day...
Just something interesting.
I went into the 'uox.ini' file and changed the NPC movement speed a tiny bit... by .1 or .2.. This seems to have made them smarter in a way... Haha... Probably didn't really do that but their behavior for attacking seems to be more how it used to be back in the day...
Just something interesting.
- Xuri
- Site Admin
- Posts: 3704
- Joined: Mon Jun 02, 2003 9:11 am
- Location: Norway
- Has thanked: 48 times
- Been thanked: 8 times
- Contact:
Yep. And you can also adjust the speeds at which they walk, run (in combat) and flee, either globally or individually per NPC. 
From https://www.uox3.org/docs/server-settings.html:
CHECKNPCAI=1 - How often (in seconds) NPCs can execute an AI routine.
NPCMOVEMENTSPEED=0.4 - Allows customization of NPC movement speed. Can be overridden by WALKINGSPEED tag in NPC-DFNs
NPCRUNNINGSPEED=0.2 - Allows customization of NPC running speed. Can be overridden by RUNNINGSPEED tag in NPC-DFNs
NPCFLEEINGSPEED=0.4 - Allows customization of NPC fleeing speed. Can be overridden by FLEEINGSPEED tag in NPC-DFNs
From https://www.uox3.org/docs/server-settings.html:
CHECKNPCAI=1 - How often (in seconds) NPCs can execute an AI routine.
NPCMOVEMENTSPEED=0.4 - Allows customization of NPC movement speed. Can be overridden by WALKINGSPEED tag in NPC-DFNs
NPCRUNNINGSPEED=0.2 - Allows customization of NPC running speed. Can be overridden by RUNNINGSPEED tag in NPC-DFNs
NPCFLEEINGSPEED=0.4 - Allows customization of NPC fleeing speed. Can be overridden by FLEEINGSPEED tag in NPC-DFNs
-= Ho Eyo He Hum =-