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  #1  
Old 04-20-2003, 04:47 PM
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tcsmyworld
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Default npc's disregard walls when using pathing

when using the grids and pathing
the npc's walk right thru walls , trees, mountains and any other objects in thier path, they hesitate for a few seconds then go thru.
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  #2  
Old 04-20-2003, 06:51 PM
a_Guest03
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That was brought up a while ago. NPCs do not respect borders if your grids run through them.
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  #3  
Old 04-20-2003, 11:02 PM
Trumpcard
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Theres no way around this without server side wall maps..
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  #4  
Old 04-21-2003, 05:06 PM
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tcsmyworld
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Default possible to implement collision checks?

would it be possible to implement collision checks and have the npc "sidestep" a few spaces until it is a clear path , then veer back to original course after obstacle is passed?
they added something like that to the UO emulators Lonewolf and Wolfpack to keep npc's from being trapped, they keep sidestepping until they have a free path to travel then go back on course to thier target.
Just a thought.
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  #5  
Old 04-21-2003, 05:09 PM
a_Guest03
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I thought they had sequencial gridpoints as well as freeform gridpoints. Am I wrong? If we have sequencial ones, you just have to apply the correct sequence to tell them not to run through walls.
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  #6  
Old 04-23-2003, 04:40 AM
Edgar1898
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The reason why this is impossible unless you have very detailed server side maps (unless we redo the pathing system), is because all the walls and such are client side. The server has no idea if a wall is in a certain loc or not, the client is what stops ppl from moving through objects. The server, however only uses positions to track players and npcs, it simple tells the client, npc_123 moved to x,y,z and the client shows you this on your screen. Hope I explained it :/
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  #7  
Old 04-23-2003, 06:11 AM
a_Guest03
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How hard would it be to take the maps and convert to a serverside pathing system? Has anyone attempted this?

I'm sorry if this was already covered.
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