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  #1  
Old 06-28-2009, 06:50 PM
Dibalamin
Hill Giant
 
Join Date: Dec 2007
Posts: 182
Default Derision, your pathfinding code

Is brilliant. Well done. Unrest is probably the most problematic zone in the game and it works amazingly well.

Is there anything we as the community can do to help edit the .path files?
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  #2  
Old 06-29-2009, 07:46 AM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

Not yet, but it is high on my priority list to put #commands in to allow people to place path nodes with an external command line tool to calculate the connectivity (using line-of-sight and terrain 'steepness' tests) and generate their own .path files.

The reason for an external program to create the .path files is because it is heavily CPU intensive with the time it takes growing exponentially with each added path node. I'll add in a feature to reload the .path file into a running zone, so it shouldn't be too laborious a process.
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  #3  
Old 06-29-2009, 09:30 AM
Dibalamin
Hill Giant
 
Join Date: Dec 2007
Posts: 182
Default

Aight!

Only thing I might mention, is that feared/aggro'd mobs don't use doors....they really didn't need to before, as they would just run through the wall...

I see guards in cities opening doors as they path by, so I think the code is already there.
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  #4  
Old 06-30-2009, 11:41 AM
Dibalamin
Hill Giant
 
Join Date: Dec 2007
Posts: 182
Default

Someone over at P1999 reported that in Unrest, live mobs like beetles and werebats were running away at full speed while snared.

Quote:
Live enemies that run upon low health are bugged right now. Death Beetles and Werebats were the two that I was having trouble with today.

At low health they run at full speed, even with snare on, they still run at full speed.

The pathing looks good though haha.
http://classicbetatest.guildlaunch.c...d814&gid=62867

Nothing special in our DB that would prevent this for these mobs.
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  #5  
Old 06-30-2009, 12:49 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

I see the problem.

MobAI.cpp Line 649
Code:
CalculateNewPosition2(Goal.x, Goal.y, Goal.z, GetRunspeed());
Should be:
Code:
CalculateNewPosition2(Goal.x, Goal.y, Goal.z, GetFearpeed());
I'll test this and commit it shortly.
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  #6  
Old 06-30-2009, 01:50 PM
gaeorn
Developer
 
Join Date: Apr 2009
Location: USA
Posts: 478
Default

Quote:
Originally Posted by Derision View Post
I see the problem.

MobAI.cpp Line 649
Code:
CalculateNewPosition2(Goal.x, Goal.y, Goal.z, GetRunspeed());
Should be:
Code:
CalculateNewPosition2(Goal.x, Goal.y, Goal.z, GetFearpeed());
I'll test this and commit it shortly.
Wow, GetFearpeed()... so now they pee their pants when feared? I know I would! lol
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