Ok.. ExploreDungeon is supposed to explore the dungeon until a condition is met.. however if that condition is met and destroyed prior to the ExploreDungeon command being executed (in the case of a monster for example).. then ExploreDungeon needlessly searches for that which is no longer there.
The issue at hand is trinity.
Trinity's combat agro causes it to auto attack anything that attacks your character.
By doing this, Trinity can destroy a target NPC prior to ExploreDungeon's pathPrecision detector ever being executed. Causing your character to search needlessly for the NPC even though the NPC was found.
There is an easy fix without resorting to the crippled functionality of SafeMoveTo:
TrinityExploreDungeon commands should be run parallel with trinity's main thread.. so that if ever trinity meets a criteria of TrinityExploreDungeon then that particular command won't get executed that tick.
If anyone knows how to make SafeMoveTo work with objects or has a better suggestion please tell me.
The issue at hand is trinity.
Trinity's combat agro causes it to auto attack anything that attacks your character.
By doing this, Trinity can destroy a target NPC prior to ExploreDungeon's pathPrecision detector ever being executed. Causing your character to search needlessly for the NPC even though the NPC was found.
There is an easy fix without resorting to the crippled functionality of SafeMoveTo:
TrinityExploreDungeon commands should be run parallel with trinity's main thread.. so that if ever trinity meets a criteria of TrinityExploreDungeon then that particular command won't get executed that tick.
If anyone knows how to make SafeMoveTo work with objects or has a better suggestion please tell me.






