the moveTo/moveWithin tasks seem to do little to nothing to prevent the player from getting stuck. unfortunately i am not able to add such a function since the pathing runs as task and i did not figure out a way to do some checks while moving.
blacklisting does not work because often the taks never ends so i never have a chance to do it. like when running up a steep slope and the character is running, falling/sliding down a bit, running again -> always resets the pathing because it "falling without jumping - resetting path". not sure why this happens in the first place. would be easy to check for such things, but again, not while the task is running.
i saw that the moveWithin function has an overload with something that sounds like a condition that could exit the task but i could not figure out how to use it in such a way.
the only thing i can think of is doing my own version of the pathing functions by manually starting/stopping/running/turning and adjusting the movement every pulse. that together with some path finding and sanity checks should do the trick but is probably more laggy. but that would require a function that tells me if a certain point on the map is within the navigation mesh. is there something like that?
is there anything i am missing or maybe someone has found a way and wants to point me in the right direction, either way i would really appreciate some help.
blacklisting does not work because often the taks never ends so i never have a chance to do it. like when running up a steep slope and the character is running, falling/sliding down a bit, running again -> always resets the pathing because it "falling without jumping - resetting path". not sure why this happens in the first place. would be easy to check for such things, but again, not while the task is running.
i saw that the moveWithin function has an overload with something that sounds like a condition that could exit the task but i could not figure out how to use it in such a way.
the only thing i can think of is doing my own version of the pathing functions by manually starting/stopping/running/turning and adjusting the movement every pulse. that together with some path finding and sanity checks should do the trick but is probably more laggy. but that would require a function that tells me if a certain point on the map is within the navigation mesh. is there something like that?
is there anything i am missing or maybe someone has found a way and wants to point me in the right direction, either way i would really appreciate some help.
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