MMOMinion

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Buggy new navigation
Bot may not be able to reach the point of collection, and if it does not improve his hands, and he will stand ...
with the old navigation is that there was no
[Image: u5vzL8K4zx.jpg]
Restart the bot, this has been addressed.

http://mmominion.com/Thread-Changelog-Updated-9-11-13
I have a fresh bot running and still getting this issue, switching to non randomized path does seem to help, but its still far away from node. Should I delete files and redownload and see if that does trick if it has not properly downloaded?
Also try holding Ctrl at those spots when recording.
(11-10-2013, 12:38 AM)Powder Wrote: [ -> ]Restart the bot, this has been addressed.

http://mmominion.com/Thread-Changelog-Updated-9-11-13

Updated, ticked Random Path, the problem remains, + bot runs zigzag
(11-10-2013, 01:41 PM)Antifg Wrote: [ -> ]
(11-10-2013, 12:38 AM)Powder Wrote: [ -> ]Restart the bot, this has been addressed.

http://mmominion.com/Thread-Changelog-Updated-9-11-13

Updated, ticked Random Path, the problem remains, + bot runs zigzag

Not sure what bot you're using
Previously, everything was fine until the changed navigation ... Gather bot
(11-10-2013, 01:48 PM)Antifg Wrote: [ -> ]Previously, everything was fine until the changed navigation ... Gather bot

There's nothing that's changed that would cause navigation to fail now. I've been running the bot on every mesh imaginable for the previous 48 hours and if anything it now performs better on some meshes that it had navigation problems on before. Perhaps you should post your mesh and the map info so that someone else can independently verify these problems. Also, if you enable random pathing, the bot is going to run to the left or right of the optimal path, creating what you're calling "zig zagging". If you don't want that to happen then just untick randomize paths and use the optimal path instead. You can't have it both ways.
Under the old navigation on this mesh everything was fine

[Image: 37d9053a9e9ee2db3b676321bd6a3fe4.jpg]
That mesh is terrible...why don't you try creating a path that's larger than a single cell wide. How do you think that path randomization would even work properly on a mesh with paths so small that the bot can barely work out a single path to use, let alone randomize it. You should strive to ensure that the mesh never, ever has tiny single cell paths like that, particularly around corners and turns. Don't try to force the bot to run a specific path by meshing...the bot will determine the best path, the mesh should provide ample running room so that they bot has lots of data to work with when performing path calculations. When you mesh that way it makes it extremely difficult for the bot to determine a path and you end up with the navigation "problems" you're describing.
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