Hey all! (Happy New Year!)
I'm wondering if anyone can help me. I'm creating a demo and example module using PK Busby's additions to Deva Winblood's NPC Activities (Effectivley NPC Activities 6.2). There are only a couple of us using this system so far, but I'd like to complete a simple demonstration module to clear up how to use the system and see if more people might be interested.
Intro: The Pathways feature allows a builder to define complex navigation around obstacles and difficult terrain so that AI creatures can efficiently and easily move around the module. To say, navigate a maze or walk around a dense set of placeable objects in an area.
You can also designate certain paths to be blocked and set a gate or pathway that allows passage so you can define a stream or river for Pathway using creatures. Townspeople don't slog across the muddy stream, they use the bridge. Deer
do cross the river, they don't care about bridges.
This system is not required to be used for movement, there are still the old NPC Activities methods of waypoints, etc, nor does this system affect pathing for creatures in combat.
My demo module:
http://neverwinterva...and-some-battle
Topic about other details at:
http://neverwinterva...ies-62-pathways
The issue is that unless a creature has the vTag initialized in each area they will not correctly follow the Pathway I have created. I have only two areas in the module:
- Dwarf creature is spawned in the NPC Activities test area.
- Dwarf creature follows Pathways as expected to end of Pathway in NPC Activities test area.
- Dwarf creature moves through transition to Stonegate area.Dwarf creature ignores Pathway in new area.
- Dwarf creature receives new vTag, causing the Dwarf creature to correctly use the Pathway in the Stonegate area to walk back to transition back to the NPC Activities test area.
The opposite is true for Duergar, they walk the Pathway in their home area then fail to use the pathway in the NPC Activities test area. This means that Pathways aren't used properly unless the vTag is changed in the new area? Bug, user error? Some code isn't being used once the new area is entered and Pathways is set up in that area.
I am presuming two things, A: that a newly spawned creature is having their vTag initialized and use the code to start using the Pathway, and B: changing the vTag in the new area causes this initialization to happen again for the area in which the creature resides.
I've checked the waypoints, and I've checked the usePathways area variables and everything is set up correctly.
Currently the only workaround is to create some waypoints that change tghe vTag of the creature, but that kind of negates the ease with which a builder can set up a Pathway for better pathing in a tough area. Can someone look at the script and see where I might change the script to correct this issue? Or tell me it's user error?
If you look at the actingFenora module in nwvauilt, or download my demo module from the link above I believe the script is "npcact_h_moving" around line 393 where the Pathways code starts. It is possible the error is outside furtherdown in Deva's code, since he didn't develope Pathways and did not plan for such a thing, though it could be a bug in his code as well.
- Qlippoth
Modifié par QlippothVI, 01 janvier 2014 - 06:21 .