running upstairs is a bad idea
|
I run into this in every 667 I’ve tried.
running upstairs is a bad idea
Mate truth is the path finding is just ass I have seen the same shit myself. It's actually what I'm going through now.
Like Makar said, it' hardcoded in the client, you can always rip off The pathfinding of MXII but it has it's issues too.
2 issues that I know: You can walk trough certain objects (exemple G.E pillars) and you can talk to npcs through walls if you have a distance of 2 tiles.
They're the ones who added it into the client and I'm pretty sure the client's pathing was removed a long time ago so it's using an outdated algorithm that doesn't actually utilize the newer flags properly. I have the entire system refactored in Darkan and I am utilizing all the flags correctly server-sided for line of sight and pathfinding/validation logic:
https://github.com/DarkanRS/world-se.../ClipFlag.java
https://github.com/DarkanRS/world-se...n/ClipMap.java
Some flags are used for route validation only and this will cause noclips if used in routefinding in default matrix (bank booths, guarded region separators like fally->draynor, stick traps, various log agility shortcuts, traps, etc). Banks, for example, have some retarded hardcoded block in objectdefinitions to make them walk throughable in matrix because their pathing didn't take into consideration these new flags properly. The pathfinding algo doesn't consider bank booths as blocked, but when validating the player's movement, they are considered blocked. This makes it so when you click a banker, your character will walk as if it can actually make it to the banker rather than talking through walls. It also prevents the bank booths from being projectile clipped so that line of sight can work properly for calculating distance interactions.
Calculate route using routefinding flags -> validate the tiles the player is trying to move to using route validation flags -> fire events for tiles that get attempted to walk on to trigger actions (varrock gates opening up, shantay pass checking for ticket, etc) as those tiles are valid route tiles but block the player during validation so they are required to trigger an action rather than skipping over the tile with a running movement speed
Last edited by Makar; 08-04-2022 at 07:59 PM.
« Previous Thread | Next Thread » |
Thread Information |
Users Browsing this ThreadThere are currently 1 users browsing this thread. (0 members and 1 guests) |