Issue Information
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#003574
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3 - Medium
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Fixed
Issue Confirmations
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Yes (0)No (0)
0
Ice Wall (monster AI) not working as intended
Posted by Hercules Bot on 10 September 2009 - 06:54 AM
Originally posted by Musashi
http://www.eathena.w...er&showbug=3574
I dont know if this should be a monster AI bug or Ice wall bug. But I thought its best to list it under ice wall.
I was testing Ice wall on monsters and it works very differently then the way ice wall works on Aegis.
On Aegis if a monster is following u and you icewall immediately after the monster or on top of the monster the monster stops. But on eAthena the monster walks right around the Ice Wall.
What I want to say is that on Aegis Ice wall works exactly like a real Wall. That means you can hide behind an ice wall and unless the agro monster sees u they wont follow u.
On eAthena if you are hiding behind an Ice wall and an Agro monster comes in screen they are able to see you and come right around the wall!
I think fixing this bug would add an amazing amount to the gameplay : )
http://www.eathena.w...er&showbug=3574
I dont know if this should be a monster AI bug or Ice wall bug. But I thought its best to list it under ice wall.
I was testing Ice wall on monsters and it works very differently then the way ice wall works on Aegis.
On Aegis if a monster is following u and you icewall immediately after the monster or on top of the monster the monster stops. But on eAthena the monster walks right around the Ice Wall.
What I want to say is that on Aegis Ice wall works exactly like a real Wall. That means you can hide behind an ice wall and unless the agro monster sees u they wont follow u.
On eAthena if you are hiding behind an Ice wall and an Agro monster comes in screen they are able to see you and come right around the wall!
I think fixing this bug would add an amazing amount to the gameplay : )
Originally posted by Ind
I confirmed while testing against a orc lady in gef_fild10 on iRO.
I confirmed while testing against a orc lady in gef_fild10 on iRO.
Originally posted by Ind
i have no idea how to do this without screwing a lot of cpu. hope other devs have better ideas
i have no idea how to do this without screwing a lot of cpu. hope other devs have better ideas
Originally posted by Angezerus
I'm just a newbie, but I looked into path and mob.c. Is that a solution to introduce icewall as a special obstacle, and when mob encounters a new obstacle and searches for new path, we add an icewall check and if it's an icewall that blocks the way, the path finding says no way around, and the mob stops?
I'm just a newbie, but I looked into path and mob.c. Is that a solution to introduce icewall as a special obstacle, and when mob encounters a new obstacle and searches for new path, we add an icewall check and if it's an icewall that blocks the way, the path finding says no way around, and the mob stops?
Originally posted by Ind
that's not a friendly way to do it -- checking for it isn't as simple and it'll be useless in most cases since encountering ice wall in the path is not common compared to the number of available scenarios
that's not a friendly way to do it -- checking for it isn't as simple and it'll be useless in most cases since encountering ice wall in the path is not common compared to the number of available scenarios
Originally posted by Angezerus
I was thinking a bit, and maybe it would solve one part of the problem if the icewall would act like a 1X1 range trap that can be placed on monster. This way it would act like the official: If we put it on a moving monster it will stop till the wall disappears. Otherwise it wouldn't suck in mobs if they approach the wall, because they can't step on the cell the icewall is casted on previously.
To make monsters stop if they encounter a previously placed icewall needs someting else... I'll think about it, but maybe it has something to do with monster ai. (on official they stop immediately if they loose their target, on eA/rA the default setting is to make them move to the last known cell.)
I was thinking a bit, and maybe it would solve one part of the problem if the icewall would act like a 1X1 range trap that can be placed on monster. This way it would act like the official: If we put it on a moving monster it will stop till the wall disappears. Otherwise it wouldn't suck in mobs if they approach the wall, because they can't step on the cell the icewall is casted on previously.
To make monsters stop if they encounter a previously placed icewall needs someting else... I'll think about it, but maybe it has something to do with monster ai. (on official they stop immediately if they loose their target, on eA/rA the default setting is to make them move to the last known cell.)
Originally posted by Ind
Maybe part of the fix I used on [bug=1017] to identify ice wall cells could be used on this, not sure how yet however.
Maybe part of the fix I used on [bug=1017] to identify ice wall cells could be used on this, not sure how yet however.
Originally posted by Ind
Fixed in [rev=15777]
Fixed in [rev=15777]