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Old 04-17-2010, 07:27 PM
Frosef
Sarnak
 
Join Date: Mar 2010
Posts: 36
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Quote:
Originally Posted by Congdar View Post
You're basically undoing what this code was meant to solve because bots were trailing behind you and would basically run through the wall to get to your target and aggro anything and their friend in rooms you were not in.

That said, this was written for the previous version of the bot code and possibly is no longer needed... and that's a big 'possibly' there.

I'd be interested to hear about your tests with this code in places like lower guk and unrest basement and other dungeons with tight hallways and many rooms.
Lower Guk is actually what inspired me to dig into the code and try and change it, I died quite a few times from my bot party standing 20 feet around the corner and refusing to help me. (or in the case of Lower Guk which has lots of false walls, they would just stand on the other side of the wall) Sure I could just #bot group summon them, but I wanted my bots to require minimal micromanagement.

They do run through walls to get to their target, but the NPC AI seems to ignore their presence until they actually attack them (or an NPC near them) just like player pets, so it hasn't caused me any issues. I didn't actually tweak them to attack without regard to line of sight, the if statement is the one preceding wiping their hatelist, so they still won't cast through walls or the like.

I've had a couple trains, but I don't think it was caused by my bots as they stop chasing when mobs do wacky stuff like disappear behind a wall. (the ghoul scribe's room is where I almost always have this happen) I've never seen extra mobs resulting from me sending my bots in to attack thus far, which seems to be the primary concern with this code.

I'll check out Unrest too, it's a good excuse for me to visit it anyway, I never went there much on live! I'll post back if my bots give me any problems.
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