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MovementLoop

Posted: Mon Sep 07, 2009 7:20 pm
by Scatman
LE, something appears to be wrong with adding movement loops to spawns now. They only move to their first location and then stop. The very weird thing is, if you hail them after they've gotten to the second spot, they sometimes run to the third and sometimes run back to the second (These spawns have about 10-15 locs to run to). It's very strange.

If you want to see this happening, log onto Dev, zone to Ruins, and /move -15 -4 81. There are two guards that are supposed to wander around the Luclin statue there.

Re: MovementLoop

Posted: Tue Sep 08, 2009 1:16 pm
by LethalEncounter
kk, I'll take a look at it. The gatherer in Queens colony seemed to work correctly tho :/

Re: MovementLoop

Posted: Fri Oct 02, 2009 6:51 pm
by John Adams
I think I've figured out what the problem is with movement halting.

If the pause param = 0, they do not continue. For my Paula Marx script, she pauses 10 seconds at each Gather point, then moves to the next one. But when she swings back around to start again, I have a 0 second pause so she'll just turn and start again. Suddenly noticed that 0 (zero), changed it to a 1, and she's back to looping continually.

Re: MovementLoop

Posted: Sat Oct 03, 2009 9:28 am
by LethalEncounter
Awesome, that will definitely help fix the issue :P Sorry I haven't gotten to it yet.

Re: MovementLoop

Posted: Tue Nov 17, 2009 2:27 pm
by ZexisStryfe
Any estimate on this fix? It is still happening...

Re: MovementLoop

Posted: Tue Nov 17, 2009 2:55 pm
by bolly
This seems to work for me so maybe it's something specific?

Hailing does screw things up though

Re: MovementLoop

Posted: Tue Nov 17, 2009 3:44 pm
by ZexisStryfe
Hmm... have to play around...

Re: MovementLoop

Posted: Tue Nov 17, 2009 6:52 pm
by ZexisStryfe
Alright I am definately still having this issue. I have re-downloaded all the xmls and exes from SVN, and am running the 64bit version of the windows binary (tried with the 32bit as well, same issue). The spawns move to the first loc with a 0 as a wait time and stop. If I change the wait to 1, they pause for a sec then continue on. Is it possible the issue was corrected in the source but not the binarys?

Bolly, are you running on Windows or Linux? Self compiled or binary from the SVN?

It is perfectly possible I did something wrong, but I don't think so. I am grasping at straws here... :? :? :?

Re: MovementLoop

Posted: Tue Nov 17, 2009 8:46 pm
by LethalEncounter
Sorry, it was on my todo list when I was working on it last weekend I just forget to fix it as well. I'll get to it when I get back in town (Friday night).

Re: MovementLoop

Posted: Tue Nov 17, 2009 10:31 pm
by ZexisStryfe
Yay! I'm not crazy!

Re: MovementLoop

Posted: Wed Nov 18, 2009 4:50 am
by bolly
32bit win32 from svn the guy is called alexander rokr in our start zone if you want to check him out (he does stand still for a while so people can chat to him) but he is pathing perfectly fine other than the terrain collision which we don't have yet

Re: MovementLoop

Posted: Wed Nov 18, 2009 6:46 am
by Scatman
The bug only occurs when the spawn has a 0 second delay at the destination. It sounds like yours is greater than 0 so it works fine.

Re: MovementLoop

Posted: Wed Nov 18, 2009 8:26 am
by bolly
That explains it

Re: MovementLoop

Posted: Wed Mar 17, 2010 7:11 pm
by ZexisStryfe
I am bumping this because it is quite annoying and still occuring! :P Some of my guys will actually teleport from point to point. Another annoying thing is this causes flying mobs (like aviaks) to land in their paths when there is a 0 delay.

Re: MovementLoop

Posted: Wed Mar 24, 2010 12:27 pm
by John Adams
Spending a little time in Darklight Wood lately, I noticed the same old problem from months ago does still exist. The problem for me specifically is where delay = 0, it will incrementally add more delay to the spawn. Watching Opal Darkbriar running along, each waypoint she pauses longer and longer.

I could have sworn we had this fixed, but there's nothing in the changelog about movement since 1/24/09