June 2, 20169 yr 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
June 4, 20169 yr Hello, wManager.wManagerSetting.CurrentSetting.UsePathsFinder = false; wManager.wManagerSetting.CurrentSetting.BlackListIfNotCompletePath = false;
June 6, 20169 yr Author 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.
June 6, 20169 yr 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
June 7, 20169 yr Author 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?
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