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Droidz

Offmesh Connections

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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").

1.png

Now, we will add offmesh connection (we will add staircase path):

2.png

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)

3.png

 

 

 

 

ref: http://www.pathengine.com/Contents/Overview/AdditionalFeaturesOverview/Off-MeshConnections/page.php https://docs.unity3d.com/Manual/class-OffMeshLink.html

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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.

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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 ?

 

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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

 

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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.

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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

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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

 

 

academy_path.png

Wow_2017-03-05_01-59-29.png

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  <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>

 

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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? 

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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

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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

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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 ...

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