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spliskin avatar spliskin commented on July 24, 2024

This really isn't a bug in the engine. It's actually inside of scripts/server/aiPlayer.cs. The problem here is AIPlayer::moveToNextNode calls AIPlayer::moveToNode, after taking into account the path nodes, but not taking into account any sort of slowdown to tell moveToNode about. Inside of moveToNode the call to setMoveDestination could use that slowdown to actually fix the issue. So at most we would only really need to recode those two functions to take that into account.. From what I can find it also only affects the full template. Sound good?

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thecelloman avatar thecelloman commented on July 24, 2024

Resolved with pull #457

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JoaoSousa-onGitHub avatar JoaoSousa-onGitHub commented on July 24, 2024

Hi all,

To fix the problem just add the word FALSE in the function below in game\scripts\server\aiPlayer.cs:

Original function:

function AIPlayer::moveToNode(%this,%index)
{
// Move to the given path node index
%this.currentNode = %index;
%node = %this.path.getObject(%index);
%this.setMoveDestination(%node.getTransform());

Now change to:

function AIPlayer::moveToNode(%this,%index)
{
// Move to the given path node index
%this.currentNode = %index;
%node = %this.path.getObject(%index);
%this.setMoveDestination(%node.getTransform(), false);

// Please note the word FALSE, after ...getTransform() above.

Now run the deleteDSOs.bat and starting up your game level.

Hopefully, your runner avatar it should work fine.

Enjoy.

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