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Hi, I originally implemented the navmeshes. What map is this on? It might be better to redo the navmesh so nothing can get stuck. But I'm not against putting this in to fix exploits. |
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Reminds me of the navmesh fixes a while back for bushes and such... used to be you could range pull through them and they would get stuck behind them. Another targeted navmesh fix would be nice if that is possible, but that may prove quite challenging if the chokes are map layout specific. An extra layer of logic to catch things could be a nice countermeasure until such fixes can be made. |
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Hey, from my research it looks like retail doesn't use navmeshes at all. There was a video of a FFXI dev mentioning how it was such a pain placing all the mob waypoints. It looks like mobs roam using a waypoint system. In battles the mob will just run directly towards you unless there is a "wall" infront of it, at that point it will run towards the closest waypoint until it gets visibility of you. This explains some of the wonkiness. I think going forward it makes sense to keep the navmeshes (who wants to place thousands of waypoints?) and just fix the player chasing code. |
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I backported careful pathing to WingsXI a bit ago and one thing that I spent a lot of time with was making sure it didn't cause mobs to get stuck indefinitely (easily exploitable). The thing I settled on is a bit of a monster, but it does work well:
Curious if LSB is interested in me cleaning it up, style-wise, and creating a PR. I'm not positive the logic can be changed much to solve the problem, but I'm open to that as well of course.
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