I've noticed, with any other path type (at least right now) unless initially set to random, the npcs run the path for a second, then just keep on running then dissapear, yet can still be targeted. When this command #grid add 1000 2 2 is implimented, you can still vary movement with the #wp commands to cause different variances of pauses.
In other words, yes... there are "known" problems with the other path types. At least, after all the hundreds of hours I've spent on waypoints... I've noticed.
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