The barrel screenshot isn't a surprise, as they don't block movement. Haven't done so in a long time. EA/OSI changed that because people used barrels to restrict the movement of other players. (Was a nice trick to play a highwayman though. Block the bridges. If they wanted to pass, they had to pay
The one with the NPC walking on display cases has also been known to happen for quite some time. In fact, I can't remember a time where npcs in UOX3 have NOT walked on display cases
Xuri wrote:The barrel screenshot isn't a surprise, as they don't block movement.
The other barrel types do seem to block movement.
Xuri wrote:The one with the NPC walking on display cases has also been known to happen for quite some time. In fact, I can't remember a time where npcs in UOX3 have NOT walked on display cases
Ok, maybe I should try to rewrite the walking code. But don't get your hopes to high .
Well, it's unlikely the walking code in its entirety needs a rewrite. More likely there are some special cases of tiles not properly flagged as blocking, thus allowing them to be walked upon.
giwo wrote:Well, it's unlikely the walking code in its entirety needs a rewrite.
The rewrite would be more or less because I can't get behind the current walking code (remembering my tries to get water creatures working). I find it quite confusing because it's more or less only oversized if statements within loops .
Remember that PC's have a two-check system. They have to get past the client movement code and the server movement code. NPC's only abide by the server laws, so they do have some unintended special cases where they can walk places players won't be able to.
I thought you did get water creatures working The only problem being that they walked through docks? Though you could just claim they're swimming underneath =) hehe..