Pathing question - just because I'm curious

Minerios

Dalayan Adventurer
Hello everybody,

Keeping in mind that I don't know much about coding and that I'm just curious...

When you aggro a mob, no matter where you are in the zone, it'll find a way to get to you and punch you in the face (or shin, depending on the mob's size). However, getting the mob to get anywhere else when feared seems to pose problems... I'm just wondering why it can't be made so that a feared mob simply picks a random spot in the zone and run towards it, as if someone standing in that random spot had aggroed it.

So, I don't understand how mobs can get from a random point to a player without problems, but seem unable to get away from that player towards another random point without running into coding problems... Can it even be explained in layman's terms?

Thanks!
 
Mobs running at players is fine because players are more or less guaranteed to be somewhere legal. Mobs running away from players is harder because the places they'd run to aren't guaranteed to be somewhere players could reasonably get.
 
Wiz said:
Advanced Pathing has been disabled in all zones for the moment. This means no fear right now. The zone .map files we use to create a physical 3D map for pathing are simply too lacking in details and incomplete to be able to create a logical pathing that isn't murder on the server. I will be working on a simpler version that allows all zones to have fear, and I might revisit advanced pathing in the future. It just isn't worth it right now, though.

Tada. Advance pathing is disabled. NPCs can easily run to a player because the server knows where the player is. NPCs don't need to go around walls or climb up ladders, they either pass through solid objects, or follow a simple path towards your PC.
 
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