Quote:
Originally Posted by Darkyth
hmm, what if its a wide area though. its open to wander. Is there some sort of way to restrict it from going to the area of a wall.
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It doesn't know it walked into a wall, and keeps going. Let me try to explain what happens from both points of view.
You are going from point A to point B. There is a wall between you. SERVER side, you don't see this wall. You go straight from A to B as if the wall wasn't there. CIENT side, when you get to the wall, your model will be shown hung up on the wall. You aren't really hung up.. but the client sees the wall, does the collision detection and hangs you on the wall. Then next movement update packet tells the client you are past the wall because you never stopped in reality.
This is what happens in wide opens. Server side, the mob just keeps walking merrily along, because it never saw the wall. Client side, it appears to hang in the wall because of client side collision detection, because the client predicts movement based on last known vecotr.. As soon as the client gets the next movement packet though, it updates the position. This is why you see mobs that sometimes look like they are hung up on a wall or structure. A good example, if the Hermit hut in SK. There is a Gnoll who always walks right into the wal.. appears to be hung up on the wall for a bit, then pops to the other side. In reality, the Gnoll never stopped. He walked right "through the hut", because he doesn't even know it is there.
In more complicated zones, the problem of obstructions is moot, because the pathing is designed to prevent them from getting hung up. In other words, while the server doesn't know this hallway takes a right turn up ahead, it doesn't matter. Because the pathing takes a right turn, and thats all it needs.
Did I make it any clearer?