The problem you are having is a known problem, that I have tried in the past to get addressed without success.
It is a problem somewhere in the pause timers for waypoints.
As for putting more than one npc on a grid...........
Good luck , you will wind up with npcs piled on top of each other on single waypoints , when more than one npc occupies the same waypoint they stop and never move again until zone is restarted/repopped.
The guides also fail to mention that the terrain makes a huge difference as to which grid type to use , since there is no "Z" axis check/correction in the pathing.
Using a random grid in a hilly terrain will result in bouncing/floating npcs due to the varying Z coordinates.
As of now , the only work-around for the pause bug , is to set all waypoint pauses to 0.
It makes the npcs hard to target , since they never stop , but it's the only way I have found to get them to all move thru thier waypoints without the one grid at a time , single npc moving syndrome.
Pathing and npc movement animations in 050 (CVS that we the public are allowed to use) are broken , I have not seen any posts saying anything about repairs to it yet.
Anyways , good luck with your project/s.
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Founder PEQ (ProjectEQ)
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