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Old 01-25-2005, 03:11 AM
fathernitwit
Developer
 
Join Date: Jul 2004
Posts: 773
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this is a problem with peq's DB as well, but I always assumed that it was because of the way we collected the data. This happens because the Z value of the waypoint either gets multiplied by a large number, or just set to the highest value on the path. This prevents the mobs from walking into the ground, but also makes the hopping. I have spent countless hours trying to fix this problem, and I have not been successful. If you zones with hand paths are having the same problems, then maybe it is a hack in the waypoint loading code or something, I dunno.
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