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View Full Version : Lake of ill omen ledges


gredesh
03-31-2011, 10:20 PM
Was having a problem with the ledge around the whole lake, it's a 2 point sharp edge on the z axis. There's also a 6 point ledge in the sarnak fort throne room. The problem with the one around the lake is that if your z-axis is lower than the mob chasing you when he hits that ledge, he goes under the world and it's hard to get him to come back up. With the 6 point ledge things go under it no matter what and stay there.

What I found is that if I change the rule Map:FindBestZHeightAdjust from its default value of 1, to 2, the mobs won't go under the world anymore. However to get them to not go under in the throne room, you need it set to 6. So far just kiting mobs over hills and things I haven't noticed an adverse affect from having it set to 6. It seems better if anything. Is there anything wrong with having this set to 6? Does it eat more cpu? Or are there instances where funky things will happen?

Secrets
03-31-2011, 11:16 PM
Was having a problem with the ledge around the whole lake, it's a 2 point sharp edge on the z axis. There's also a 6 point ledge in the sarnak fort throne room. The problem with the one around the lake is that if your z-axis is lower than the mob chasing you when he hits that ledge, he goes under the world and it's hard to get him to come back up. With the 6 point ledge things go under it no matter what and stay there.

What I found is that if I change the rule Map:FindBestZHeightAdjust from its default value of 1, to 2, the mobs won't go under the world anymore. However to get them to not go under in the throne room, you need it set to 6. So far just kiting mobs over hills and things I haven't noticed an adverse affect from having it set to 6. It seems better if anything. Is there anything wrong with having this set to 6? Does it eat more cpu? Or are there instances where funky things will happen?

The height adjust is just the Z axis being adjusted by a certain amount of units (correct me if i'm wrong, I haven't looked at it since I was fixing it for shards of dalaya's client upgrade.) and anything past what it should be will look a tiny bit jumpy. The client attempts to put it on the ground every time a position update happens, regardless of the position of the NPC (unless it's at the correct position then it doesn't bother.). I know the p1999 devs had tried to fix this and succeeded, but I have no idea how they did it.