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Slave Pens #14

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killerwife opened this issue Aug 17, 2017 · 3 comments
Open

Slave Pens #14

killerwife opened this issue Aug 17, 2017 · 3 comments

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@killerwife
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(@Guid,1,-261.6143,-675.7715,10.54156,0,0,0,0,0,0,0,0,0,0,0,0),
(@Guid,2,-246.7325,-683.1629,15.52901,0,0,0,0,0,0,0,0,0,0,0,0),
(@Guid,3,-238.0786,-686.4232,18.47306,0,0,0,0,0,0,0,0,0,0,0,0),
(@Guid,4,-227.7346,-690.909,22.02582,0,0,0,0,0,0,0,0,0,0,0,0),
(@Guid,5,-217.9532,-695.7503,26.76936,0,0,0,0,0,0,0,0,0,0,0,0),
(@Guid,6,-208.0547,-701.3806,34.94818,0,0,0,0,0,0,0,0,0,0,0,0),
(@Guid,7,-204.0264,-702.2903,37.2308,0,0,0,0,0,0,0,0,0,0,0,0),
(@Guid,8,-199.4935,-705.5977,37.80273,0,0,0,0,0,0,0,0,0,0,0,0);

The area underwater in map 547 - slave pens, is fishy (pun intended) because it causes quagmirran to run zig zag instead of straight out of water. Note: with these coords he should never leave the ground. This is sniffed retail coords data so should be applicable to namigator too.

@namreeb
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namreeb commented May 6, 2021

There is probably some flag with the NPC to force it to a walking animation rather than a swimming animation. Is that right @killerwife ? If so, we could use that flag to toggle the appropriate mesh polys.

@killerwife
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Its serverside mostly, however the mesh in the area on standard cores is crap, do not know why. I remember testing the path and he just walked like a complete derp. Worth looking at through viewer.

@namreeb
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namreeb commented May 6, 2021

Actually I wonder if pathfinding is even needed here at all. The path is probably scripted?

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