Comments (10)
possible indeed that you caught an error there :)
Just go thorugh code and check if the z-pos is updated at some point
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afaik the vmap height is calculated on the following line:
creature.UpdateAllowedPositionZ(destX, destY, destZ);
check the definiton of that function tho, i might be mistaken.
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fr1nge that function checks for dynamic height. But i dont see why the creature wouldnt just walk to destinationz instantly anyways.. We could test and set z to 0 just to see if it does matter or not ^^.
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you can't use z==0 always. Function update Z from current to floor Z so if you under ground it can't up you to ground level.
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@VladimirMangos if you are in a 45 degree slope then, isnt it possible that it sets xy under the slope? then z will be under. Or are there some failsafe marginal?
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it is very important to know current z position to determine proper position in UpdateAllowedPositionZ
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@Lillecarl You are right in worry about this. UpdateZ select for Z search not exactly Z coordinate (most cases character stanging Z, but + 2.0 (~ character model length). This is not nice way and possible false cases with "a 45 degree slope" like cases or not so near point from character. From other side Under* check LOS also so reject Z coordinates from other side of wall or other side of floor. Main problem: we can't follow by current floor from character to expected point for select always correct Z :((
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That is why we need pathfinding? ;)
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Ok, maybe old way outdated now and possible batter sollution. Nice if so. But worry about performance part: UpdateZ is often called method. Maybe need rewrite code that use it instead then...
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Ah, well i think im out of this discussion now ^^, Knowledge lacking ;)
EDIT: Maby add a parameter to the function to enable or disable "good z update" or smth ^^,
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