Nilbog does not mention obstacles like water, or lack of LOS. I'm pretty sure the pathfinding code looks for the closest node with LOS and no obstacles, and plots a straight line (in 3D) to the next waypoint. This is what causes the "hopping" some mobs are seen to exhibit: The interpolated point is in the air, and gravity causes them to fall.
I'll sometimes test a path by spawning a neutral mob, running to the other waypoint, and then using #damage to aggro the mob. For extra tough spots, like Crescent Reach, I log a second character in and chase the mob as it runs from path node to path node.
|