Author Topic: ActionSit issues  (Read 379 times)

Legacy_Proleric

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ActionSit issues
« on: May 28, 2014, 11:35:29 pm »


               Can anyone advise on the robust use of ActionSit in complex cases?


I find it works like a charm when spawning a tavern full of NPCs  and for PCs using chairs.


Much more fine-tuning seems be be required when, say, jumping some existing NPCs to seats around a conference table. I have working examples, but they often need a fade to hide the hectic scramble, as pathfinding seems a bit strange with this action. Looking at other authors' work, I see this is not uncommon.


More recently, I've been working on ambient actions, where an NPC walks to a waypoint very close to the chair before sitting. The logic is fine, but there are quirks; sometimes the NPC runs amok before sitting, occasionally they get blocked or even stand on the chair.


Any thoughts on how to make this more reliable?
               
               

               
            

Legacy_FunkySwerve

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ActionSit issues
« Reply #1 on: May 29, 2014, 03:01:24 am »


               

Not exactly the answer you are looking for, but since you mention jumping and sitting in the same sentence, a word of caution:


 


Jumping a seated PC used to crash your server. Not sure if it still does, since our code has been proof against it for so long. Also not sure it effects NPCs, but might be worth checking.


 


Funky