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FCNPC_GoTo bug after 1.7.0 #73

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ziggi opened this issue Apr 16, 2017 · 1 comment
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FCNPC_GoTo bug after 1.7.0 #73

ziggi opened this issue Apr 16, 2017 · 1 comment
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@ziggi
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ziggi commented Apr 16, 2017

I give this suggestion, because with this new version (1.7.0), when used * FCNPC_GoTo * in * FCNPC_OnReachDestination *, the NPC is stopped for a short time before moving again, because Now you put a delay to call the callback. So this suggestion would be useful on this occasion.
EX:

FCNPC_GoTo(..., .stopdelay = 300);

That's why I'm having trouble using GoTo on this callback.
See the video below the problem I'm facing: https://youtu.be/TZZ3u1ei8Fc
NOTE: I'm using my own Nodes (in pawn) system because MovePath does not have what I need to use.
You can see that every 1.5 meters, it stops and continues to walk.

Need to research.

@ziggi
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ziggi commented May 31, 2017

Second report of the issue: https://vk.com/video121487296_456239049

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