[FIXED] NPC Pathfinding problem during combat
- Xuri
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NPC Pathfinding problem during combat
The image probably speaks for itself =) They're all standing in a line, all attempting to take the same path to reach me. (Another bug is perhaps the health bar, which all of a sudden started showing up like that when I logged in)
Last edited by Xuri on Sun Jun 25, 2006 12:04 pm, edited 1 time in total.
-= Ho Eyo He Hum =-
- Xuri
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There's a fix for this in housing_revamp branch, where the NPCs will randomize their movement direction a bit if blocked by other characters when using non-advanced pathfinding mode.
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Mindless Automaton
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This is related to combat but is there an way to apply it to WalkTo? (or maybe it already does)
For example in the fisherman.js npc schedule, if another npc stands in the path, the fisherman just stops since he is blocked.
I was going to mess around with checking time vs coordinates in my script and through in a sidestep or something if he was not making it to the next location on time.
Mindless Automaton
Linux - UOX3 - 0.99.5 dev branch
Win10Pro 19042.572 - UOX3 0.99.3a; Razor 1.0.14; Client 7.0.87.11 or 4.0.11c (Patch 0)
Linux - UOX3 - 0.99.5 dev branch
Win10Pro 19042.572 - UOX3 0.99.3a; Razor 1.0.14; Client 7.0.87.11 or 4.0.11c (Patch 0)
- Xuri
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I will play around with WalkTo/RunTo when I get a chance, and see if there's anything I can do to improve that situation. Post it as a feature request so it's not forgotten? 
-= Ho Eyo He Hum =-