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Getting Stuck / Anti Stuck procedure and "Generated path to hotspot"

oakley

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May 31, 2011
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It seemed the bot did a bunch of "Generated path to hotspot ", then rammed himself against a wall and was stuck. Is there a way to prevent that? It seemed he wanted to go off the mesh by quite a bit to get to that spot (not sure what exactly it was trying to get to, next time I'll try to monitor closely). Is there a way to limit how far he will go off the mesh? I think that might solve my issue.
 
Post a log maybe sombody look Hawker or Tony ect could look futher into it. Right now I don't think there is much you can do until a better unstuck comes out.
 
Yeah the next time it happens I will... I just noticed another issue, it seemed when my dude died, it did this "Generated path to corpse point " Now that path had a wall in front of it, so it just rammed it self into that until I stopped it. There was no log other then this: [02:18:44.877 D] Generated path to corpse point
 
Yea when rifts happen and footholds happen the bot gets stuck. :/
 
Yeah the next time it happens I will... I just noticed another issue, it seemed when my dude died, it did this "Generated path to corpse point " Now that path had a wall in front of it, so it just rammed it self into that until I stopped it. There was no log other then this: [02:18:44.877 D] Generated path to corpse point

Did you have mesh data there? If not you might have to map it out. I died once from a rift patrol while the bot was traveling between areas and spawned at a graveyard that wasn't mapped out, which got me stuck.
 
I think its because its selecting a mob and there is no direct path to that mob because I'm on a wall. I bet if I delete all the mobs and just let it agro it would work fine.
 
Yup, that seems to be the issue. If I clear the mobs list, and just fight based on agro, it works as smooth as butter. It seems if your in a very tight area i.e. a wall / cliff area and it targets a mob on your mob list it will try to create a direct path to that mob ignoring your mesh, it will ram / jump itself into the obstacle. I guess a solution to this could be the ability to limit your mob and or mob fighting distance based on the grid / hotspot location? Would that be a possibility. Or even better if there was an option to specify on your mesh points how far to go off path to smash a monster... I'll have to think about it more, but no one else running into this issue yet?
 
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