Photogenic 24 Posted May 17, 2020 Share Posted May 17, 2020 hi, This is request for @Droidz if possible to improve level 70-80 dungeon path ? In some dungeons, people skip some parts of the dungeon and they take a short cut by jumping from a cliff. For example, in the dungeon called "The nexus" see the video below between minute 2:28 and 2:33Instead of going with regular path, the player usually skip killing these mobs and jump. The problem now if I use party follow, bot will take regular path and pull all mobs. Can the bot be improved to follow/jump from the cliff ? There are other dungeons too, I can bring a list if needed. Link to comment https://wrobot.eu/forums/topic/12171-improve-dungeon-pathing/ Share on other sites More sharing options...
Matenia 628 Posted May 18, 2020 Share Posted May 18, 2020 That's not how pathing works. If you want a forced path, either use follow path in quester or add a forced off mesh. It makes no sense to add a path where there isn't one because people take a shortcut. You're breaking the system that way Link to comment https://wrobot.eu/forums/topic/12171-improve-dungeon-pathing/#findComment-58252 Share on other sites More sharing options...
Photogenic 24 Posted May 18, 2020 Author Share Posted May 18, 2020 10 minutes ago, Matenia said: That's not how pathing works. If you want a forced path, either use follow path in quester or add a forced off mesh. It makes no sense to add a path where there isn't one because people take a shortcut. You're breaking the system that way how do I do a forced off mesh ? any tutorial out there about it that you know of? and if its possible to add forced mesh, then its possible to make the change the path within the bot, correct? its just that everyone goes that way 100% of the time. Its like in Gundarak where people jump into the water after killing bosses. Nobody takes the regular path at all. Link to comment https://wrobot.eu/forums/topic/12171-improve-dungeon-pathing/#findComment-58253 Share on other sites More sharing options...
Matenia 628 Posted May 18, 2020 Share Posted May 18, 2020 PathFinder.OffMeshConnections.Add(new PathFinder.OffMeshConnection(new List<Vector3> { new Vector3(-861.2993, -3758.589, 19.47886, "None"), new Vector3(-849.3063, -3742.703, 22.49161, "None"), new Vector3(-842.8103, -3734.129, 19.89155, "None"), new Vector3(-849.7686, -3735.616, 19.88754, "None"), new Vector3(-848.3646, -3731.851, 21.27056, "None"), new Vector3(-843.2056, -3727.342, 25.23064, "None"), new Vector3(-839.3514, -3726.285, 26.32008, "None") }, (int) ContinentId.Kalimdor) { Type = PathFinder.OffMeshConnectionType.Bidirectional, Name = "Ratchet - Gazlowe", TryToUseEvenIfCanFindPathSuccess = true }); PathFinder.OffMeshConnections.Add(new PathFinder.OffMeshConnection(new List<Vector3> { new Vector3(1155.042, 182.7223, 3.134686, "None"), new Vector3(1157.968, 184.0907, 5.895848, "None"), new Vector3(1157.852, 185.0874, 6.79552, "None"), new Vector3(1169.146, 188.5145, 17.70432, "None"), new Vector3(1176.177, 183.1431, 21.6543, "None"), new Vector3(1174.764, 180.1774, 21.44643, "None"), new Vector3(1170.609, 182.9803, 23.67873, "None"), new Vector3(1167.625, 185.7788, 27.12425, "None"), new Vector3(1165.26, 188.2767, 28.77732, "None"), new Vector3(1161.465, 183.8654, 29.03481, "None"), new Vector3(1164.393, 176.3627, 31.69842, "None") }, (int) ContinentId.Kalimdor) { Type = PathFinder.OffMeshConnectionType.Bidirectional, Name = "Stonetalon - Big machine", TryToUseEvenIfCanFindPathSuccess = true }); PathFinder.OffMeshConnections.Add(new PathFinder.OffMeshConnection(new List<Vector3> { new Vector3(-9009.081, 851.679, 105.893, "None"), new Vector3(-9017.271, 864.8356, 109.8218, "None"), new Vector3(-9014.967, 882.9603, 112.9219, "None"), new Vector3(-8999.138, 890.7767, 115.9936, "None"), new Vector3(-8982.68, 880.2233, 119.937, "None"), new Vector3(-8982.612, 866.5609, 123.3268, "None"), new Vector3(-8992.165, 860.2961, 126.6532, "None"), new Vector3(-9001.312, 864.4201, 129.772, "None"), new Vector3(-9013.052, 873.2303, 132.0581, "None"), new Vector3(-9007.667, 877.3668, 135.9138, "None"), new Vector3(-9003.198, 874.1686, 139.3298, "None"), new Vector3(-9004.052, 868.6579, 142.6572, "None"), new Vector3(-9009.047, 867.0392, 145.7849, "None"), new Vector3(-9013.107, 871.0745, 148.6166, "None"), new Vector3(-9016.262, 884.7032, 29.6207, "None") }, (int) ContinentId.Azeroth) { Type = PathFinder.OffMeshConnectionType.Bidirectional, Name = "SW Mage Tower", TryToUseEvenIfCanFindPathSuccess = true }); Photogenic 1 Link to comment https://wrobot.eu/forums/topic/12171-improve-dungeon-pathing/#findComment-58254 Share on other sites More sharing options...
Photogenic 24 Posted May 18, 2020 Author Share Posted May 18, 2020 Sweet! thanks Link to comment https://wrobot.eu/forums/topic/12171-improve-dungeon-pathing/#findComment-58255 Share on other sites More sharing options...
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