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NPC Movement Changes?

Pending 1.5.4

Somescrub
Somescrub

Posted (edited)

I'm only assuming that this plugin is causing the issues I am seeing, since it primarily affects NPCs spawning via this plugin. I do run a custom map, and I am aware that there is new navmesh problems happening - but felt this should be reported since I'm not seeing other similar support tickets.

Noticed after loading 1.5.4 that:
• Bots are all "walking" instead of running like before.
• Bots are attacking, but are teleporting about 5-10 steps backwards after every attack like when you would rubberband due to lag (server/client isn't lagging, just the bots are doing this). 
• Bots are spawning/walking onto rooftops and stuff where they shouldn't be (also happening with some vanilla bots - might be the new navmesh issues)
• In one instance the bots were stuck in place and did not attack an opposing faction of bots (this may just have been due to dormant ai behavior - though the other faction was fighting zombies while i watched in vanish. They became active once I unvanished).

Edited by Somescrub
  • Administrator
Steenamaroo

Posted

Hey,
Yeah that last one sounds like dormancy, since they kicked in to life when you unvanished.

For the rest, I've had a few reports out navmesh related issues this update.
Makes sense, since FP are actively working on migrating away from Unity navmesh.

Most of the reports I've received so far seem to be about unusual areas, like out at sea or on top of roofs.
One person said they were moving at running speed but doing a walking animation...
I'm gather reports as they come in - If I can address them I will.

 

I'm expecting things might be a little rocky until the new navmesh transition is complete... :shrugs:

  • Like 1

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