04-01-2017, 02:22 PM
im using nav mesh for 5 days now, just testin' it... as far as i could see, it's starting to delete nodes, and then the bot just stop walking, lose alot of its patch, can't even ressurrect properly.
Nav Mesh
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04-01-2017, 02:22 PM
im using nav mesh for 5 days now, just testin' it... as far as i could see, it's starting to delete nodes, and then the bot just stop walking, lose alot of its patch, can't even ressurrect properly.
04-01-2017, 09:50 PM
blacklisting everything from nowhere, havent even died or got stuck lol theres a way to disable it?
04-02-2017, 05:04 AM
04-12-2017, 01:05 AM
(04-02-2017, 05:04 AM)whaaa Wrote:(04-01-2017, 09:50 PM)iPyro Wrote: blacklisting everything from nowhere, havent even died or got stuck lol theres a way to disable it? yet stills the best tool to ressurrect and etc... cept by the blacklisting shit what u mean, hes outty? omg lol nobody can comment this part or script? its a shame :/
07-15-2017, 09:06 PM
Would anyone have an Idea on how to turn off the blacklisting node feature? Wouldn't that fix it?
07-15-2017, 10:24 PM
No. Just restart the bot when there are to many blacklisted nodes.
Sometimes it works after a few restarts
10-15-2019, 09:37 PM
I found a solution for myself for restarting the bot if it gets stuck.
Until now, I am successfully running 8 bots(1x for each class, hunter wont work..) and they do not stuck anymore. My fix is nothing more but a reload function which i looked up in the main menu. When the scripts are reloaded, my bots find their meshes again really fast. I have edited the script_nav.lua > function script_nav:moveToNav(localObj, _x, _y, _z) -- Get the current path node's coordinates _ix, _iy, _iz = GetPathPositionAtIndex(5, self.lastpathnavIndex); -- When dead use 2D distance // changed back to 3D from ..if (math.sqrt((_lx - _ix)^2 + (_ly - _iy)^2).. if (localObj:IsDead()) then if (GetDistance3D(_lx, _ly, _lz, _ix, _iy, _iz) < self.nextNavNodeDistance) then self.lastpathnavIndex = self.lastpathnavIndex + 1; if (GetPathSize(5) <= self.lastpathnavIndex) then self.lastpathnavIndex = GetPathSize(5)-1; coremenu:reload(); --ADDED THIS LINE end end else -- If we are close to the next path node, increase our nav node index if(GetDistance3D(_lx, _ly, _lz, _ix, _iy, _iz) < self.nextNavNodeDistance) then self.lastpathnavIndex = self.lastpathnavIndex + 1; if (GetPathSize(5) <= self.lastpathnavIndex) then self.lastpathnavIndex = GetPathSize(5)-1; coremenu:reload(); --ADDED THIS LINE end end end -- Check: If the move to coords are too far away, something wrong don't use those if (GetDistance3D(_lx, _ly, _lz, _ix, _iy, _iz) > 25) then coremenu:reload(); --ADDED THIS LINE return "Moving to target..."; end Now I'd like to add a function which checks if my charactes coordinates changed in the last 3 seconds. If not then > coremenu:reload() Somebody any advise? Cause in this case the navmesh seems to think it's working, aslong as the character moves. This happens for instance with smaller obstacles.
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