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  #11  
Old 03-31-2014, 07:02 PM
baalzy baalzy is offline
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Heres an example to reproduce a pet going through a wall.

In Droga at the Chief camp guard your pet.

Send your pet on a mob in the side area (where the Goblin Stitcher spawns), he'll path down the hallway correctly but if you /back him he runs straight through the wall back to where he was set to guard instead of pathing correctly.
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  #12  
Old 03-31-2014, 07:15 PM
Man0warr Man0warr is offline
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Yeah, most of the time I've had my pet fall thru ground in Seb/HS was when I had him set on guard - they seem to ignore path nodes while in that stance.
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  #13  
Old 03-31-2014, 10:22 PM
Kostou Kostou is offline
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Default Gukbottom pathing issues

# 1 )When pulling mobs from BR they will path entire zone instead of following you.


# 2 ) Shaman pet took indirect path in gukbottom instead of attacking froggies. Came back with a huge train.


Sorry for the brevity, but many ppl are reporting these same issues to me. Hope this helps.
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  #14  
Old 04-02-2014, 02:10 AM
Haynar Haynar is offline
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Quote:
Originally Posted by Man0warr [You must be logged in to view images. Log in or Register.]
Yeah, most of the time I've had my pet fall thru ground in Seb/HS was when I had him set on guard - they seem to ignore path nodes while in that stance.
Found it. And you are totally correct. They did not use pathing at all when returning to their guard position. This piece of code has not changed in forever.

Fixed, pending update.

Using the pet guard option, means you are going to be trained when they come back, til this fix goes in.

H
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  #15  
Old 04-02-2014, 11:35 AM
Man0warr Man0warr is offline
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I've stopped using pets since the trains but they aren't the only problem - please keep researching why mobs (particularly casters) are ignoring pathing and going through walls (and falling through ground while trying).

Just last night pulling the brain room behind Disco I was able to get the Iksar Necromancer to fall through the world and presumably start up a train, thankfully we had a wizard in group so I called an evac before it got to us. When I got back to Seb a group said they ended up killing the Necromancer at NG camp after he had walked up from Crypt.
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Last edited by Man0warr; 04-02-2014 at 11:37 AM..
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  #16  
Old 04-02-2014, 01:01 PM
Haynar Haynar is offline
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Might be an issue with movement code that when they start casting, while moving, it doesnt mark the moving as stopped. So when spell is finished, they register where it projected it would have been in that direction. I think I know what to look for. Bet its related to casting code. So its probably not my fault =p.
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  #17  
Old 04-02-2014, 07:11 PM
Haynar Haynar is offline
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Yep. There are issues with the persuit spell casting code. I dont see anything that updates movement changes. I didnt write this, so figuring it out so i can see what needs fixed.

H
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  #18  
Old 04-02-2014, 07:26 PM
Haynar Haynar is offline
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I see a few things wrong when a mob stops to cast.

I can fix that. Hopefully I am getting some of the train makers ironed out.

Because of the way the node pathing system was broke where it basically recalculated routes repeatedly, it masked these issues. Thats what is the source of this issue. Now that pathing is working, the fact that they dont actually stop to cast is a problem.

Also if you aggro a mob while its in middle of casting a buff on a mob, it should wait til casting is finished before going after you. Instead it does this warping thing. So was actually a few probs in mobs spell casting ai code.

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  #19  
Old 04-02-2014, 08:57 PM
Man0warr Man0warr is offline
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Glad you found the issues - this makes zones with multiple levels very dangerous so hopefully it can get patched quickly.
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  #20  
Old 04-03-2014, 01:35 AM
Haynar Haynar is offline
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Expect a big stress test on beta this weekend. We have made tons of changes towards optimizing code. But testing is needed.

Rogean will get it organized.

H
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