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Bot getting stuck

Were you able to walk though that space, or was it too narrow for the character?

A few areas with really narrow walkways have some pathfinding issues that just have to be coded around. I'll add City of Sarn to that list for some work arounds, as almost all areas have had tileset generation changes that result in things that used to not happen before. Church dungeon tilesets were the main offenders previously with some really long shaped tables.
 
It had nothing to do with walking through the path. It was running into the building and glitching back and forth, always trying to go up. Happens repeatedly at City of Sarn, it just runs into buildings while trying to reach a chest :(
 
You're seeing one of two things if not both:
1. Pathfinding's anti-wall hugging logic messing up in really small tight locations due to implementation issues under those scenarios.
2. Actual client issues with movement / pathfinding.

There are some issues in Docks that are similar around certain thin stairs types. The client's pathfinding / hit testing for terrain movement isn't correct, and you end up in a weird loop if you continue to move in the same fashion. Issues like these are really hard to work around, because if you try moving any further from the player on a consistent basis, you end up getting stuck a a lot more due to the client's pathfinding problems.

I think some adjustments can be made to terrain data to try and help get it further away from walls, but at best, I think stuck detection logic will be the way to go to try and handle this. I'll try to tweak some things and retest, but this is an issue with this game that will always be there.
 
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