knights 8 Posted June 2, 2016 Share Posted June 2, 2016 Path finding in dungeons are quite erratic, anyway to have a code to disable them? Something like the below? <QuestsSorted Action="RunCode" NameClass="wManager.wManagerSetting.CurrentSetting.UsePath = false;" /> Thank you Regards Link to comment Share on other sites More sharing options...
BetterSister 366 Posted June 3, 2016 Share Posted June 3, 2016 Right now there isn't a way to do this Link to comment Share on other sites More sharing options...
Droidz 2708 Posted June 4, 2016 Share Posted June 4, 2016 Hello, wManager.wManagerSetting.CurrentSetting.UsePathsFinder = false; wManager.wManagerSetting.CurrentSetting.BlackListIfNotCompletePath = false; BetterSister 1 Link to comment Share on other sites More sharing options...
knights 8 Posted June 6, 2016 Author Share Posted June 6, 2016 Thank you Droidz.. Have another question, what does "[MovementManager] Report navmesh poly to avoid it" means? I have a followpath profile but sometimes it does this and tries to find its own way which results in undesirable outcome. Link to comment Share on other sites More sharing options...
BetterSister 366 Posted June 6, 2016 Share Posted June 6, 2016 when it gets stuck it'll try to find a new route. If it's trying to find a new route even when pathfinding is disabled then there is a bug Link to comment Share on other sites More sharing options...
knights 8 Posted June 6, 2016 Author Share Posted June 6, 2016 Thank you. Will update if it is still having the issue.. Link to comment Share on other sites More sharing options...
knights 8 Posted June 7, 2016 Author Share Posted June 7, 2016 20 hours ago, knights said: Thank you. Will update if it is still having the issue.. [D] 18:56:48 - [Quester] RunCode[18]: wManager.wManagerSetting.CurrentSetting.UsePathsFinder = false;[D] 18:56:48 - [Quester] RunCode[19]: wManager.wManagerSetting.CurrentSetting.BlackListIfNotCompletePath = false;[D] 18:56:49 - [Quester] New step (20): ReturnToStart>Pulse[N] 18:56:51 - [MovementManager] Think we are stuck[N] 18:56:51 - [MovementManager] Trying something funny, hang on[N] 18:56:52 - [MovementManager] Think we are stuck[N] 18:56:52 - [MovementManager] Trying something funny, hang on[N] 18:56:54 - [MovementManager] Report navmesh poly to avoid it Hmm. it happen again... I should submit a bug report? Link to comment Share on other sites More sharing options...
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