Quote:
Originally Posted by moydock
So what if you forced the z coord of the waypoint a mob is headed to always be the highest point in the zone. Then they wouldn't go through hills and the z-fix already in place would keep them on the ground. Would that work?
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The first problem I see with that is zones with multiple ground levels, e.g. dungeons, or Kelethin, with the city in the trees.
The code does already try and compensate for a small movement under the ground. If it can't find a BestZ on the first attempt, it bumps the mob up by 10 Z units and tries again.
The amount it tries to move the mob up on the second attempt (10 units) is not currently configurable by the rules system. I'll see if tuning this number (increasing it) helps with the steep hill problem. This would be a less CPU intensive solution then my previous thought, and if it works, we could make this a configurable parameter in the rules system.