PDA

View Full Version : XenoBot Bug - Open [Windows 7 x64] Stair Problems



Funkgary
07-24-2015, 01:51 PM
Bug ReportOperating System:
Windows 7 x64 Short Description:
Stair Problems Behaviors: Loss of or impaired functionality

Indepth Description:
Often times when the bot is trying to loot a monster or when the bot tries to stay diagonal in targeting, it will accidentally go up or down stairs and thus messing up the walker.

shadowart
07-24-2015, 02:35 PM
This is annoying indeed. I'm not positive, but if I remember correctly special areas don't prevent this behavior either. Writing position checkers is definitely possible, but it makes it harder for new scripters and actually adds quite a lot of work in certain areas where stairs and holes are common.

DarkstaR
07-24-2015, 05:23 PM
If you properly use special areas in small chunks around the stairs, it will fix this.

Stusse
07-24-2015, 06:26 PM
The problem is then, even though I dont agree with above statement, when there is a stair you want to go up but not just yet.

You'd need to keep special areas when hunting then load away those particular areas when leaving. Not saying is it hard or impossible to add, but as shadowart said its kinda annoying, and especially for new members. Its like repairing a broken roof with pots and buckets. One could argue it shouldnt be needed to fix but to work properly.

Not critizing as I already know the answer but could not help to agree.
/Stusse

Edit: @ topic creator, there should already be a bug report I made a year or so ago where u can find answers as well

DarkstaR
07-24-2015, 06:45 PM
No. You can use areas that are just for targeting and looter, and walker will still use the stairs.

Nakuu
07-24-2015, 06:52 PM
No. You can use areas that are just for targeting and looter, and walker will still use the stairs.

But sometimes you have to use areas for Walker as well in the spawn and you might walk close to stairs without targeting anything and if by any chance those stairs are the one you use to leave the spawn/floor as well then you'll have to load different set of areas depending if you want to 'avoid' those stairs or not (want to step on them to leave floor). Dunno if I explained it well enough :P

DarkstaR
07-24-2015, 08:26 PM
But sometimes you have to use areas for Walker as well in the spawn and you might walk close to stairs without targeting anything and if by any chance those stairs are the one you use to leave the spawn/floor as well then you'll have to load different set of areas depending if you want to 'avoid' those stairs or not (want to step on them to leave floor). Dunno if I explained it well enough :P


If you place your waypoints in a way that there's no stairs in the "line of sight" between to waypoints, the walker wont fall down them. It's tedious, I know, but it hard to fix without slowing down the arrow-key walking.

Nakuu
07-24-2015, 08:39 PM
If you place your waypoints in a way that there's no stairs in the "line of sight" between to waypoints, the walker wont fall down them. It's tedious, I know, but it hard to fix without slowing down the arrow-key walking.

I agree, it's something that can't be fully "fixed" without breaking another thing. Maybe could 'mark' sqms around stairs/holes as slower so Walker/Targeting is less willing to step on them or just slow down arrow-key walking while being ~2 sqms away from them? Could be as optional in Pathfinder settings. Anyway I don't mind either way since I am not really a newcomer and know ways to get around this issue.