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Old 02-10-2014, 01:29 PM
Vyal Vyal is offline
Sarnak

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Join Date: Mar 2010
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Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
Found the problem if you are too high in the tunnel. There are z checks to find path nodes near you. If you are too high, it doesnt find them and it skips pathing and runs right to you. Working on a fix for that. Snared mobs and skipping, what a mess, like Yeti caves. Working on how an AE pull would go, and adjusting stuff. That was a big diff in my testing, i didnt have lev on.

H
Seems to me smaller mobs warp on the ledge, once they path over the rest spill over - very odd pathing.
I am now avoiding that ledge because every pull brings warps, also warps from every direction have started again.
Mobs inside walls & coming out of walls / hitting and casting from inside walls.
It worked well before I dunno what you changed, I know the feeling of changing something without a change log and never being able to exact the code perfectly again.
But levitate played some kind of roll in it, if I did the tag on ledge on say a dog it just auto path right off the ledge at super sow speed btw all other mobs would follow.
If it was a bigger mob like a golem it would be like a 50/50 chance at pathing over the ledge.
So I stopped tagging the ledge and tagged mobs lower in the trayer tunnel worked 90% of the time yesterday, today every pull no matter where it's coming from in there is 3 - 10 mob warps.
I think it has to do with the mob size/hitbox? Either way your doing a great job, path finding sucks & is confusing as hell..