In this thread I will attempt to extract the knowledge of you, the community, on how npcs go about their business in their grids. Specifically, what causes hopping/disappearances and how to fix it. I know this isn't new.
I figure if I can get help to fix this zone then all or most of the other zones should be quite a bit easier. Hopefully, I will understand everything that goes into it much better allowing me to pay it forward.
I've searched google, this site and tested the various rule_values to get a bit of understanding before coming here. I'll try not to make general presumptions based on data specific to me; although making those presumptions begs correction from you.
I only tested in the worst zone. Lavastorm is the worst. Grid pathing seems fine any many other zones.
I've changed plenty of grids in other zones with no issues. I know how to use the two grid tables, `grid` and `grid_entries` and the grid tool within the game. I probably won't need quite the tutorial in using this tool like I did the #path tool.
Some of my notes. I use my own terminology which should be simple to follow.
Quote:
Pathing - grids
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Testing many of the map pathing rule_values (for npcs who use grids) in lavastorm (old)
+ `rule_values` - `Map:FixPathingZWhenLoading`, and others like it
- set all but `Map:FixPathingZWhenLoading` to false and it seemed to improve quite a bit but it is still unacceptable
+ set `Map:FindBestZHeightAdjust` to 1 from 5 to 10 to 20
- no noticeable change
+ `Map:FixPathingZWhenMoving` turned on/off - this off (false) made pathing noticeably better from observations above
+ changed a few grid_entries to test a few things above
- vertices (waypoints) placed at different locations on the terrain
+ setting the other rules using datatype REAL to various values (ie. RULE_REAL(Map, FixPathingZMaxDeltaMoving, 20), etc)
- high values (~100) create a scenario where the actual Z (/loc) continues to increase along the npc grid path to a ceiling (+265 for this zone and npc tested on) - the grid_entries Z is about +25
I noticed, at least in lavastorm, the grid waypoints seem to connect by rigid poles(lines). When observing the npcs in their grid routine, their paths reflect this rigidity with little flexibility to the actual terrain. They hop. I can see the path they want to take while moving from one waypoint to the next. The distance they fall changes and can be traced from their waypoints. When the line from one waypoint to another is below the visual surface, the npcs disappear into the underworld and reappear when the line is above the surface again. I tried altering, enabling, disabling in various combinations to only gain a certain (small) amount of stability in this regard.
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Source compiled from stable on 7/29/15. Titanium client.
I don't know why, exactly, one zone will be fine when another will be Lavastorm.
I would like feedback, please.