Has been mentioned for OpenMW before. Type "navmesh" in the search filter.Recast/Detour?
Will almost certainly be used post 1.0.
Well, you could just e-mail it to me. My e-mail is firstname.lastname@example.org.My apologies for not posting a save game. I didn't know if you'd want/need one. I tried to attach a save file just now, but the server won't accept it. I have a save where I'm looking at Huleeya with the behavior occurring as soon as I can figure out how to upload it.
That said, I was able to get to this mission without too much time spent. Using the console to cheat really helps.
Here’s what I didI hope we're talking about the same behavior. He'll stop occasionally to perform an animation (such as scratching his head), but most of the time he just twirls in circles, both clockwise and counter clockwise. He seemed "trapped" in the square immediately inside the door. If this isn't related to the problem you've been investigating, and you want me to open a ticket, please ask. I've assumed it was the same issue you were troubleshooting already.
- Use console to complete quests prior to this one.
- COC into the Vivic, Black Shalk Cornerclub.
- Toggled God Mode on player. (Note, I also gave player a speed of 300).
- Use console to give Huleeya a health of 10000
- Talk to Huleeya.
- Talk to Huleeya a second time, saying we’re ready to go.
- Back away from Huleeya fast.
- At this point, the 3 thugs attack Huleeya. (Actually 2 attack him, one attacks me.)
- Huleeya kills all three thugs. I don’t see any “Running in Circles” (RiC)
- I walk to door of corner club. Huleeya follows me. I see no RiC
- I exit door of corner club, and walk down corridor. I note that on exit, Huleeya and I are at same place. I don’t see any spinning when Huleeya follows me. I do note that he goes in middle of corridor, which makes it difficult to get past him when I get to end of wrong corridor.
When using AiFollow or AiTravel, the actors path is checked every 0.25 seconds to see if it needs to be recalculated.
The recalc check is, has target moved by more than 10 units. (10 units is a tiny distance, there’s usually 100 or more units between waypoints in the path grid.) What this means is that when running AiFollow, the path is recreated every 0.25 seconds.
When new path is created, it sets the nearest path grid as the first waypoint of the path.
And, as actor is usually closer to the waypoint he’s just passed than the waypoint he’s heading towards, this sends the Actor back the way he came.
When using AiCombat, the pathfinder checks every 0.25 seconds to see if Actor has reached the current waypoint. However, in 0.25, the Actor may have gone past the waypoint, so the actor then turns around and goes back to the waypoint. Obviously, 0.25 seconds later the actor has gone past the waypoint again. Rinse and repeat.
The AiFollow and AiTravel should have been fixed. (When new path is created, it’s compared with old path, and the first node of the new path is discarded if it’s not wanted.)
AiCombat is fixed (mostly) by my PR, which hasn’t been accepted into trunk yet.
Looking at the script for this mission.
Huleeya starts with AiWander (and a distance of 0), so should not wander at all.
After you say follow me, Huleeya should be set to AiFollow. So, logically, you should be seeing the AiFollow bug.
(Note, if you make player stand still then Actor should not recalculate path.)
I thought the AiCombat might be possible. Need to know exactly what you did.
My other thoughts.
Could you be blocking Huleeya? (I was playing with player's speed set to 300)
Did RiC occur in the Black Shalk Cornerclub, or when you entered the Vivic Waist?
What happens if you set other NPCs to AiFollow and get them to follow you around the cornerclub, or into Vivic waist?
What if you start a fight with them? Do they run in circles when chasing you?
SetSpeed on NPC may help to confirm problem
If set speed low, say around 5, then problem with AiCombat should not occur, as NPC won’t overshoot waypoints.
If set speed very high, then problem with AiFollow should go away, as NPC moves sufficiently far to reach next waypoint.
Yes, that should have the fix there. Question: Are you actually building the source, or using one of Ace's nightly builds?I'm running a development build from commit ac1f64b5593f742fe34017dd07077a6c0da71956 on July 28, so it sounds like I should already have the AIFollow fix you're referring to, but maybe not.
If building from source, are you willing/able to add logging to isolate the problem?