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NPCLostTeleport and pathfinding improvements
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PePs1Man
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Post: #1
NPCLostTeleport and pathfinding improvements
Hello everyone,

I've been logging the @NPCLostTeleport trigger and noticed every noe and then, well... approximatively 10 npc per seconds gets teleported back.

I am still in the process of thinking how I will achieve my goal, but I also noticed that lots of NPCs gets stuck themselves into map 'holes' and really tend to go towards a specific coordinal point than another.

This will be part of some anti-stuck features for NPC but this goes beyound as I want to show the right path to the NPC.

This could 'limit' players from exploiting bad AI pathfinding.

(Question: If CharDef's attribute is not set to mt_walk/run, can the npc use walk/run function? Is there a Fly command?) did not test.

I've though about CanMove & Walk/Run function.

How can we get the walkable status flag from statics/terrain from scripts?
07-24-2017 12:18 AM
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Coruja
Sphere Developer
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Dimension Shard

Post: #2
RE: NPCLostTeleport and pathfinding improvements
usually NPCs always try to walk back to it's default position (P set on <HOME>), so if the NPC is getting teleported instead walk, probably it means that this NPC was not able to reach this P just walking so it got teleported. Maybe you can debug this using this code to find where the NPC is getting stuck
Code:
ON=@NPCLostTeleport
SERV.LOG NPC '<NAME>' (<UID>) got teleported to home position '<HOME>' because it was stuck on P='<P>'

PS: if there's no CAN=mt_walk|mt_run set on the NPC it will never walk/run (translating: it will get stuck on the same P forever)
07-27-2017 12:20 PM
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PePs1Man
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Posts: 32
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Joined: Jun 2017
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Post: #3
RE: NPCLostTeleport and pathfinding improvements
Hello,

Why does a lot of NPC tends to stay near coasts and get stuck in it.

Or like this picture attached, how are they able to get inside and get stuck there?

(This could be related to my 56c script pack?, havent upgraded yet)


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07-27-2017 01:46 PM
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