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Bug Tracker Migration

June 3rd
Good news everyone! The staff has decided that it is time to slowly kill off this Bug Tracker. We will begin the process of slowly migrating from this Bug Tracker over to our Github Issues which can be found here: https://github.com/HerculesWS/Hercules/issues

Over the next couple of days, I will be closing off any opportunity to create new reports. However, I still will keep the opportunity to reply to existing Bug Reports. Doing this will allow us to slowly fix any bug reports we have listed here so that we can easily migrate over to our Issue Tracker.

Update - June 7th 2015: Creating new bug posts has been disabled. Please use our https://github.com/HerculesWS/Hercules/issues tracker to post bugs. Users are still able to reply to existing bug posts.

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path_search can't reach long distances

Posted by PcPocket on 15 March 2015 - 04:02 AM

As said in title, path_search is failing with long distances.

What I did to test:

- Set MAX_WALK_PATH to 200
- Disabled monster random walk
- Create a script that would summon a monster and used unit_walk

From prontera 150 155 I could make monsters move to prontera 150 108, lower than 108 the monsters would not move as the path failed to be encountered, even though it's a straight line and there is absolute no obstacles.

if not mistaken, i think the view range also affect it ??

I don't think so, didn't find the word 'view' in unit.c / path.c
Why would view affect walking distance? View affect only spotting distance I think

Well, another thing is that even with 200 as max_walk_path, I can't even walk with my char with a distance greater than around 20~30 ( didn't count ).

Note: I did change the max value for max_walk_path in path.h as well.

@Edit

My baaaad.. I've just realized that I didn't actually change max_walk_path haha, now I've really changed it from 32 to 200. But monsters stills don't walk long distances, max achvied was from 155 to 108, so... 47 tiles.

Edited by PcPocket, 15 March 2015 - 03:11 PM.


there is also a hardcoded limitation on path.h that limits the maximum number of instructions in a walkdata struct (and each instruction is a cell you move). However if I'm not mistaken raising that affects the way walkdata is calculated, so you get unexpected things

#define MAX_WALKPATH 200

yeah.. this one, right? ( Originally 32 )

That's what I'm saying, the way things are, you can't reach long distances, making unit_walk quite useless.