Droidz 2738 Posted March 3, 2017 Share Posted March 3, 2017 Hello, Sometime, WRobot cannot create path (navigation files are created from default maps, some quests/events open the doors, remove/add the stones,..., this can happen also if it's narrow, or sometime without reason). By sample, it is a narrow staircase, you get error like (navigation file tell at WRobot than he cannot walk in the staircase) (to get full pathfinding logs, in advanced general settings tab 'Path...' activate option "Server Logs") Quote [N] 15:26:34 - [Path-Finding] FindPath from -808,3904 ; -4934,198 ; 22,95623 ; "None" to -824,7886 ; -4927,946 ; 20,01975 ; "None" (Kalimdor) [N] 15:26:34 - [Path-Finding] Partial result: Kalimdor - 4934,198;22,95623;808,3904 - 4927,946;20,01975;824,7886 [N] 15:26:34 - [Path-Finding] Partial result: Kalimdor - 4934,198;22,95623;808,3904 - 4894,065;23,51368;837,7653 [N] 15:26:34 - [Path-Finding] Partial result: Kalimdor - 4934,198;22,95623;808,3904 - 4904,153;19,80886;831,4805 [N] 15:26:34 - [Path-Finding] Partial result: Kalimdor - 4934,198;22,95623;808,3904 - 3607,2;34,43;178,6 [N] 15:26:34 - [Path-Finding] Partial result: Kalimdor - 4934,198;22,95623;808,3904 - 3572,2;33,9;208 [N] 15:26:36 - [Path-Finding] Partial result: Kalimdor - 4927,946;20,01975;824,7886 - 4931,088;23,16512;812,9123 [N] 15:26:36 - [Path-Finding] Path Count: 2 (17,79373y) (to get detailed log, you need to activate option "Show server logs" in advanced general settings tab "Path-finding"). Now, we will add offmesh connection (we will add staircase path): And we will try again to generate path: Quote [N] 16:01:21 - [Path-Finding] FindPath from -824,7886 ; -4927,946 ; 20,01975 ; "None" to -808,3904 ; -4934,198 ; 22,95623 ; "None" (Kalimdor) [N] 16:01:23 - [Path-Finding] Partial result: Kalimdor - 4927,946;20,01975;824,7886 - 4934,198;22,95623;808,3904 [N] 16:01:23 - [Path-Finding] Use Off-mesh connection. [N] 16:01:23 - [Path-Finding] Path Count: 5 (20,56966y) ref: http://www.pathengine.com/Contents/Overview/AdditionalFeaturesOverview/Off-MeshConnections/page.php https://docs.unity3d.com/Manual/class-OffMeshLink.html Findeh, morris79, M4k5P0w3r and 5 others 5 3 Link to comment Share on other sites More sharing options...
Runaro 160 Posted March 3, 2017 Share Posted March 3, 2017 Thanks for the guide. Btw. will we get access to the OffMeshConnections tool you used in your guide, or do we have to add the coordinates manually? Link to comment Share on other sites More sharing options...
Droidz 2738 Posted March 3, 2017 Author Share Posted March 3, 2017 1 minute ago, Runaro said: Thanks for the guide. Btw. will we get access to the OffMeshConnections tool you used in your guide, or do we have to add the coordinates manually? This tool is not available on WRobot for the private servers for now, you need to wait next update of your WRobot version. Runaro and iMod 2 Link to comment Share on other sites More sharing options...
camelot10 155 Posted March 3, 2017 Share Posted March 3, 2017 2 hours ago, Droidz said: This tool is not available on WRobot for the private servers for now, you need to wait next update of your WRobot version. its possible to add to radar option to show meshes borders or maybe points where path breaks or interrupt ? Link to comment Share on other sites More sharing options...
Droidz 2738 Posted March 3, 2017 Author Share Posted March 3, 2017 53 minutes ago, camelot10 said: its possible to add to radar option to show meshes borders or maybe points where path breaks or interrupt ? No sorry Link to comment Share on other sites More sharing options...
supersurfer 23 Posted March 3, 2017 Share Posted March 3, 2017 it would be nice if you could add a function for automatic vector3 adding, like with the easyquest followpath, the manual adding is pretty anoying for a longer path :) Link to comment Share on other sites More sharing options...
camelot10 155 Posted March 3, 2017 Share Posted March 3, 2017 3 minutes ago, supersurfer said: it would be nice if you could add a function for automatic vector3 adding, like with the easyquest followpath, the manual adding is pretty anoying for a longer path :) whole idea is to add two points to connect non connected meshes, 1 point on mesh #1, 2 point on mesh #2, when navigator unable to find path. but problem here is locate bad point. main hedache is to find where pathfinder unable findpath. i think we should move to this coords and add offmesh connect [N] 15:26:34 - [Path-Finding] Partial result: Kalimdor - 4934,198;22,95623;808,3904 - 4927,946;20,01975;824,7886 Link to comment Share on other sites More sharing options...
supersurfer 23 Posted March 3, 2017 Share Posted March 3, 2017 7 minutes ago, camelot10 said: whole idea is to add two points to connect non connected meshes, 1 point on mesh #1, 2 point on mesh #2, when navigator unable to find path. but problem here is locate bad point. main hedache is to find where pathfinder unable findpath. i think we should move to this coords and add offmesh connect [N] 15:26:34 - [Path-Finding] Partial result: Kalimdor - 4934,198;22,95623;808,3904 - 4927,946;20,01975;824,7886 seems you dont understand the system, it is the path between two meshes and of course this is not limited to two points. if the bot gets into water in booty bay under the houses it would be impossible to get back to land. Link to comment Share on other sites More sharing options...
camelot10 155 Posted March 3, 2017 Share Posted March 3, 2017 3 minutes ago, supersurfer said: seems you dont understand the system, it is the path between two meshes and of course this is not limited to two points. if the bot gets into water in booty bay under the houses it would be impossible to get back to land. did you opened link for pathengine or unity explaining offmesh connection? place one point on stairs lead to water, and one point near stairs in water. this should work, but im not sure, navigator sometimes work odd in water Link to comment Share on other sites More sharing options...
camelot10 155 Posted March 4, 2017 Share Posted March 4, 2017 On 04.03.2017 at 1:18 AM, Droidz said: No sorry made some testing. you need to make two offmesh connection: INSIDE and OUTSIDE when meshes not connected. here example: Azsuna, Nar'thalas Academy in center. underground rooms. you can go inside and outside only thru broken pillar. first: i spend 30min to find break point. recorded path from inside to outside and run GoToTask.ToPosition to each point of path, everytime from outside. each vector one by one. after that i made offmesh connect inside. after that GoToTask.ToPosition from inside to outside didnt work. maded second offmesh connection to go from inside to outide. after that bot start navigating in academy successfully. thanks for great feature. now we can make navigation everywhere. but this take tons of time. i begging you to make option in dev tools to draw/trace path to find bad places Link to comment Share on other sites More sharing options...
camelot10 155 Posted March 4, 2017 Share Posted March 4, 2017 <OffMeshConnections> <OffMeshConnection> <Path> <Vector3 X="82.54731" Y="6328.554" Z="12.91586" /> <Vector3 X="81.07138" Y="6321.648" Z="12.33982" /> <Vector3 X="81.40395" Y="6316.572" Z="10.57484" /> <Vector3 X="72.69096" Y="6316.937" Z="8.352345" /> <Vector3 X="67.7528" Y="6311.971" Z="4.914262" /> <Vector3 X="64.84033" Y="6300.508" Z="-4.702368" /> <Vector3 X="63.3671" Y="6292.952" Z="-9.926853" /> <Vector3 X="62.11694" Y="6287.175" Z="-13.16042" /> <Vector3 X="59.60135" Y="6280.523" Z="-15.45998" /> </Path> <ContinentId>1220</ContinentId> <Name>Nar'thalas Academy (Inside)</Name> </OffMeshConnection> <OffMeshConnection> <Path> <Vector3 X="64.61892" Y="6280.565" Z="-15.28693" /> <Vector3 X="65.07072" Y="6290.283" Z="-10.97174" /> <Vector3 X="66.88626" Y="6304.091" Z="-0.872109" /> <Vector3 X="69.11488" Y="6311.245" Z="5.450499" /> <Vector3 X="72.61546" Y="6316.599" Z="8.33297" /> <Vector3 X="81.16038" Y="6317.677" Z="10.89087" /> <Vector3 X="80.67827" Y="6324.435" Z="13.5541" /> <Vector3 X="82.03206" Y="6330.474" Z="12.91695" /> </Path> <ContinentId>1220</ContinentId> <Name>Nar'thalas Academy (Outside)</Name> </OffMeshConnection> </OffMeshConnections> Link to comment Share on other sites More sharing options...
BetterSister 367 Posted March 8, 2017 Share Posted March 8, 2017 I just came. Been away for few months and one of the biggest problems for long time is being worked on for real now :o Will people be able to submit fixes for offmesh connections so you can add the fixes for everybody? Link to comment Share on other sites More sharing options...
salopiat 1 Posted November 2, 2017 Share Posted November 2, 2017 Off mesh stop working in last patch? I can't run same quest profiles like 10 days ago ... Exactly at the offmesh places. Navigation works totally worse than 2 weeks ago on Legion Quests Looks like this is fixed by disabling server path finding Link to comment Share on other sites More sharing options...
Droidz 2738 Posted November 2, 2017 Author Share Posted November 2, 2017 4 hours ago, salopiat said: Off mesh stop working in last patch? I can't run same quest profiles like 10 days ago ... Exactly at the offmesh places. Navigation works totally worse than 2 weeks ago on Legion Quests Looks like this is fixed by disabling server path finding Hello, if you want use old meshes, disable pathfinder server option in avanced general settings, if you can tell me positions where old meshes are better Link to comment Share on other sites More sharing options...
salopiat 1 Posted November 2, 2017 Share Posted November 2, 2017 All Dalaran undergrouds. Cloak, portals room, etc. But they did not work properly before anyway. But with server pathing update off mesh connectors are stop working. I do ClickToMove fixes already, this is faster for me ... Link to comment Share on other sites More sharing options...
miminio 11 Posted September 5, 2018 Share Posted September 5, 2018 https://prnt.sc/kqrq4x so helping me to understandhow this work i just need to add a mesh connection to the red cycle?like this https://prnt.sc/kqrtyq on vanilla ? Link to comment Share on other sites More sharing options...
miminio 11 Posted September 6, 2018 Share Posted September 6, 2018 Is this working on vanilla or not? I have try to make offmeshes at 2-3 stuck points with no succes. Link to comment Share on other sites More sharing options...
Droidz 2738 Posted September 8, 2018 Author Share Posted September 8, 2018 Yes he works in vanilla, but you implementation is not good you need minimum 2 posiitons, and for now he works only if pathfinder serrver return partial result Link to comment Share on other sites More sharing options...
Serrec 7 Posted September 28, 2018 Share Posted September 28, 2018 How do i set the path bidirectional? Link to comment Share on other sites More sharing options...
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