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[3.3.5]Wrong edge/height calculation. #15656
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Blizzlike xD |
xD , I would like to start working on it but where to start :P |
If it's blizzlike as @Aokromes says, it will never be changed despite it seems wrong, as that's the intended behavior, the only question here, is that if that path comes from sniff or not. But again, if it comes from sniff, it will be untouched. |
Strange, after looking at the first picture I've never seen a wolf path to the stairs in the Abbey. Your chat says "building smoothpath" which I would think is an issue with mmaps, not necessarily the waypoints themselves. |
aren't wolves supposed to be able to get over fences on retail too ? |
Shouldn't be. They are not walking over it on Warmane's Lordaeron btw. |
what happens when they are chasing a player in elwynn forest ? |
@Stefan226 what happens on private servers is absolutely irrelevant to us when determining desired behavior. |
They are using TrinityCore |
@jackpoz Not sure what you mean? Elwynn forest is a huge zone.. For example: When you kite them around this pillar it's ok.. Path is working, and it's working in general but has sometimes weird calculations. (I know that screenshot is Cata but that doesn't matter, can't login now to take screenshot in game). |
@Stefan226 pretty clear the topic is wolves walking over fences so the retail behavior should be compared to tc one |
No, this isn't blizzlike at all. Pathing shouldn't work like that. Even charge pathing is working like that and it cause a lot of troubles such as #11526 and because of it sometimes player will fall underground because objects and ground are actually empty inside. It's not possible to reproduce that with NPC since they will simply ignore some part of object and fly over that empty space so they won't fall underground. I explained that on #11526 with picture and symbols. |
@jackpoz It's not just wolves. Every NPC acts like that. |
Exactly. As I said above, even player's charge pathing have that trouble just it's a bit different. |
@Goatform this GitHub issue is not about charge, it's about npcs walking on fences/trees. which brings us back again on the question I asked: how is the blizz behavior of wolves when in front of a fence when chasing players ? |
@jackpoz, you didn't understood me at all. |
and you didn't understood this issue either . Maybe 93a68a6 can help you understand it |
Personally, i think TC have too much now behavior with fences and high climbs. Personally i reverted this commit. |
Solved with reverting to 93a68a6 values. Going to test this approach even more and give feedback! Thanks guys. |
@jackpoz I looked on youtube for a while but couldn't find anyone being chased by wolves in 335. I know the humanoid NPCs should hop the fence but not sure about animals. It would make sense that they could but with blizz, who knows... ;) What I don't get though is why is a wolf pathing to the pillar (screen 1 from OP) anyway? I don't have any wolves that path into that area on 747ea7c with TDB_full_335.59_2015_07_14 + updates. Does mmaps have no constraints? Will it simply path until it hits an object? |
Well @jackpoz clearly Trinity should be implementing observer effect and uncertainty principle within the code! |
93a68a6 shows anyway what to change to change the mmaps behavior, parameters are commented and there are even images showing the different behaviors. |
revision : 70a5cdf
As you can see NPC can walk through fence and can climb on tree. I am new to pathfinding so if you guys can leave some comments on where to start, I've been looking at the code for few hours but still not really sure where to start.
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