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Navigation Issues

Just deployed new meshes to both servers that should fix all known issues :D
 
You've got a lot of issues with the meshes at Camp Bronze Lake. The bot can't get up or down into the town and it's causing it to blacklist all fates
 
Wasn't there long, but I did notice the blacklisting too, here's my log, hope it helps.
 
Zone Name: Lower La Noscea
Zone ID: 135
Path: Requesting path on 135 from <545.702, 89.00001, -73.82185> to <227.1267, 74.39925, -345.0402>

Gets stuck between the fence at <527.8573, 89.00001, -68.70224>.
 
Zone Name: New Gridania
Zone ID: 132
Path: Requesting path on 132 from <36.68383, -18.8, 92.23808> to <32.9137, 2.670288, 30.0144>

Gets stuck between the barrel and the flower planter at <47.72194, -8.046953, 100.4881>.
 
ZoneName: North Shroud
ZoneId: 154
Start Location: <-429.8133, 58.03307, -30.1263>
End Location: various

Not sure if this is an issue with the mesh nav system or not. But around the above start location, farming Lindwurms.. anytime the bot would target a Lindwurm that is behind a tree (happens alot), and has no LoS.. it would just stand on the other side of the tree and not try to navigate to it unless the lindwurm moved into LoS.

Code:
 [04:45:22.536 V] [Poi.Clear] Reason: Targeted unit is dead, clearing Poi and carrying on!
[04:45:22.604 D] [POI Set] Type: Kill
[04:45:22.667 D] Requesting path on 148 from <-409.2126, 58.39438, -36.16899> to <-457.4808, 60.91134, -24.27716>
 
//Where it stops infront of a tree when it noticed Lindwurm in range, does not target due to not having LOS
[04:45:22.738 D] Generated path to <-457.4808, 60.91134, -24.27716> in 00:00:00.0705563 ms   

//Stood at the above location till the Lindwurm came around the tree.. and was able to target it.
[04:45:23.086 D] Moving to next hop: <-457.4808, 60.91134, -24.27716> (Kill Target) D: 49.07571  

//Carried on normally once it was able to target mob.
[04:45:26.139 D] Targeting Lindwurm 0x4000D130 0x13922190
[04:45:26.200 D] Requesting path on 148 from <-427.9059, 57.93144, -30.5843> to <-456.7103, 61.66459, -26.47752>
[04:45:26.311 D] Generated path to <-456.7103, 61.66459, -26.47752> in 00:00:00.1114021 ms

Another example where it would just stand still for a while if no LoS was detected
Code:
[04:59:28.649 V] [Poi.Clear] Reason: Targeted unit is dead, clearing Poi and carrying on!
[04:59:28.718 D] [POI Set] Type: Kill
[04:59:28.785 D] Requesting path on 148 from <-423.0329, 57.46726, -31.05276> to <-413.7179, 60.56746, -103.9293>
[04:59:28.858 D] Generated path to <-413.7179, 60.56746, -103.9293> in 00:00:00.0722866 ms
[04:59:30.543 D] [POI Set] Type: Kill
[04:59:30.607 D] Requesting path on 148 from <-412.9081, 56.69662, -31.90579> to <-365.5032, 62.32425, -85.49784>
[04:59:30.672 D] Generated path to <-365.5032, 62.32425, -85.49784> in 00:00:00.0654113 ms
[04:59:33.920 D] Moving to next hop: <-391.7291, 55.40761, -34.04334> (Kill Target) D: 1.439577
[04:59:34.050 D] Moving to next hop: <-390.9278, 55.50761, -34.54588> (Kill Target) D: 1.635585
[04:59:34.242 D] Moving to next hop: <-389.845, 55.50761, -35.4137> (Kill Target) D: 1.846299
[04:59:34.430 D] Moving to next hop: <-373.5273, 57.20761, -53.16501> (Kill Target) D: 24.88389
[04:59:34.755 D] Requesting path on 148 from <-389.0942, 55.45424, -36.42569> to <-367.0264, 62.30096, -83.73562>
[04:59:34.851 D] Generated path to <-367.0264, 62.30096, -83.73562> in 00:00:00.0955567 ms
[04:59:35.930 D] Requesting path on 148 from <-384.3217, 55.69508, -41.5577> to <-368.5754, 62.30639, -81.89474>
[04:59:35.987 D] Generated path to <-368.5754, 62.30639, -81.89474> in 00:00:00.0567596 ms
[05:00:04.477 D] Requesting path on 148 from <-369.9932, 59.99125, -62.96506> to <-367.4093, 62.23872, -84.15194>
[05:00:04.542 D] Generated path to <-367.4093, 62.23872, -84.15194> in 00:00:00.0651092 ms
[05:00:04.976 D] Targeting Lindwurm 0x4000D306 0x138C7470

I have also noticed this in coerthas while farming fleece on the lvl 36 onrery's to the left of Providence Point.. I do not have the exact location recorded since I thought it was a profile issue.. but there is a cliff there that one onrery spawns on.. if the bot is standing below it and notices it up there.. it will continue to run into the side of the cliff and not navigate to the mob. Apologies for not having the exact location for that spot on hand.
 
Last edited:
ZoneName: North Shroud
ZoneId: 154
Start Location: <-429.8133, 58.03307, -30.1263>
End Location: various

Not sure if this is an issue with the mesh nav system or not. But around the above start location, farming Lindwurms.. anytime the bot would target a Lindwurm that is behind a tree (happens alot), and has no LoS.. it would just stand on the other side of the tree and not try to navigate to it unless the lindwurm moved into LoS.

Code:
 [04:45:22.536 V] [Poi.Clear] Reason: Targeted unit is dead, clearing Poi and carrying on!
[04:45:22.604 D] [POI Set] Type: Kill
[04:45:22.667 D] Requesting path on 148 from <-409.2126, 58.39438, -36.16899> to <-457.4808, 60.91134, -24.27716>
 
//Where it stops infront of a tree when it noticed Lindwurm in range, does not target due to not having LOS
[04:45:22.738 D] Generated path to <-457.4808, 60.91134, -24.27716> in 00:00:00.0705563 ms   

//Stood at the above location till the Lindwurm came around the tree.. and was able to target it.
[04:45:23.086 D] Moving to next hop: <-457.4808, 60.91134, -24.27716> (Kill Target) D: 49.07571  

//Carried on normally once it was able to target mob.
[04:45:26.139 D] Targeting Lindwurm 0x4000D130 0x13922190
[04:45:26.200 D] Requesting path on 148 from <-427.9059, 57.93144, -30.5843> to <-456.7103, 61.66459, -26.47752>
[04:45:26.311 D] Generated path to <-456.7103, 61.66459, -26.47752> in 00:00:00.1114021 ms

Another example where it would just stand still for a while if no LoS was detected
Code:
[04:59:28.649 V] [Poi.Clear] Reason: Targeted unit is dead, clearing Poi and carrying on!
[04:59:28.718 D] [POI Set] Type: Kill
[04:59:28.785 D] Requesting path on 148 from <-423.0329, 57.46726, -31.05276> to <-413.7179, 60.56746, -103.9293>
[04:59:28.858 D] Generated path to <-413.7179, 60.56746, -103.9293> in 00:00:00.0722866 ms
[04:59:30.543 D] [POI Set] Type: Kill
[04:59:30.607 D] Requesting path on 148 from <-412.9081, 56.69662, -31.90579> to <-365.5032, 62.32425, -85.49784>
[04:59:30.672 D] Generated path to <-365.5032, 62.32425, -85.49784> in 00:00:00.0654113 ms
[04:59:33.920 D] Moving to next hop: <-391.7291, 55.40761, -34.04334> (Kill Target) D: 1.439577
[04:59:34.050 D] Moving to next hop: <-390.9278, 55.50761, -34.54588> (Kill Target) D: 1.635585
[04:59:34.242 D] Moving to next hop: <-389.845, 55.50761, -35.4137> (Kill Target) D: 1.846299
[04:59:34.430 D] Moving to next hop: <-373.5273, 57.20761, -53.16501> (Kill Target) D: 24.88389
[04:59:34.755 D] Requesting path on 148 from <-389.0942, 55.45424, -36.42569> to <-367.0264, 62.30096, -83.73562>
[04:59:34.851 D] Generated path to <-367.0264, 62.30096, -83.73562> in 00:00:00.0955567 ms
[04:59:35.930 D] Requesting path on 148 from <-384.3217, 55.69508, -41.5577> to <-368.5754, 62.30639, -81.89474>
[04:59:35.987 D] Generated path to <-368.5754, 62.30639, -81.89474> in 00:00:00.0567596 ms
[05:00:04.477 D] Requesting path on 148 from <-369.9932, 59.99125, -62.96506> to <-367.4093, 62.23872, -84.15194>
[05:00:04.542 D] Generated path to <-367.4093, 62.23872, -84.15194> in 00:00:00.0651092 ms
[05:00:04.976 D] Targeting Lindwurm 0x4000D306 0x138C7470

I have also noticed this in coerthas while farming fleece on the lvl 36 onrery's to the left of Providence Point.. I do not have the exact location recorded since I thought it was a profile issue.. but there is a cliff there that one onrery spawns on.. if the bot is standing below it and notices it up there.. it will continue to run into the side of the cliff and not navigate to the mob. Apologies for not having the exact location for that spot on hand.
Sounds like an issue with your combat routine.
 
ZoneName: South Shroud
ZoneId: 153
Start Location: <257.0762, 13.79879, -62.99757>
End Location: <266.804, 9.586938, -47.77606>

I think this is a mesh issue?

I normally stand at this area with a kill poi and flashing trying to target. I added this to my plugin to only find targets I can nav too and now I run back and forth :S

might be my fault?

Just a simple kill poi after I get object
Code:
        public static GameObject FindNavigableTarget(IEnumerable<GameObject> targets)        {
            GameObject target = null;
            foreach (var item in targets)
            {
                if (target != null) continue;
                var navtarget = Yield(item).Select(unit => new CanFullyNavigateTarget { Id = unit.ObjectId, Position = unit.Location });
                var paths = ff14bot.Navigation.Navigator.NavigationProvider.CanFullyNavigateTo(navtarget);
                if (paths.Any()) target = item;
            }
            return target;
        }
 

Attachments

Last edited:
ZoneName: South Shroud
ZoneId: 153
Start Location: <257.0762, 13.79879, -62.99757>
End Location: <266.804, 9.586938, -47.77606>

I think this is a mesh issue?

I normally stand at this area with a kill poi and flashing trying to target. I added this to my plugin to only find targets I can nav too and now I run back and forth :S

might be my fault?

Just a simple kill poi after I get object
Code:
        public static GameObject FindNavigableTarget(IEnumerable<GameObject> targets)        {
            GameObject target = null;
            foreach (var item in targets)
            {
                if (target != null) continue;
                var navtarget = Yield(item).Select(unit => new CanFullyNavigateTarget { Id = unit.ObjectId, Position = unit.Location });
                var paths = ff14bot.Navigation.Navigator.NavigationProvider.CanFullyNavigateTo(navtarget);
                if (paths.Any()) target = item;
            }
            return target;
        }
Nope mesh is fine.
 
Found out my targeting/running back and forth was a !.isvisible problem, hopefully this problem is actually mesh related?

ZoneName: Coerthas Central Highlands
ZoneId: 155
Start Location: <13.00473, 306.3232, -243.42>
End Location: <-6.645368, 305.6335, -235.7839>

I shouldn't be able to reach it without jumping. If the mesh correctly shows it's unreachable then there's something wrong with my is navigable check >_>
 

Attachments

Found out my targeting/running back and forth was a !.isvisible problem, hopefully this problem is actually mesh related?

ZoneName: Coerthas Central Highlands
ZoneId: 155
Start Location: <13.00473, 306.3232, -243.42>
End Location: <-6.645368, 305.6335, -235.7839>

I shouldn't be able to reach it without jumping. If the mesh correctly shows it's unreachable then there's something wrong with my is navigable check >_>

The cords you list are perfectly walkable on the mesh and ingame. Try again.

http://i.imgur.com/hY5B2M4.png
 
I think i posted a hop as the end location?
end location:<11.82568, 311.6229, -244.4037>

Is that ledge really supposed to be reachable? :S
Nope. Add a blackspot to the grindarea.
 
Zone Name: Western Thanalan
Zone ID: 140
Path: Requesting path on 140 from <216.7751, 52.78683, 147.7053> to <217.0901, 60.44092, 121.5076>

The path should request a route up the stairs, but instead it runs around below the scaffolding-type structure and never goes up.
 
Nav meshes update, all reported issues should be fixed now.
 
Zone Name: Central Shroud
Zone ID: 148
Path: Various, the bot should have requested a path to <-78.26722, -39.88759, 311.2443> but instead requested the following: Requesting path on 148 from <-2.411527, -31.79908, 283.9019> to <-83.78735, -39.83276, 298.4512>

The bot can't seem to navigate the stone stairs leading down into the Deepcroft in the Central Shroud. Try requesting a path to somewhere in the Deepcroft (like <-78.26722, -39.88759, 311.2443>), instead the bot runs to the ground above the Deepcroft and waits there instead.
 
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