L2JMobius
Public Development => Geodata => Topic started by: Noza on January 15, 2026, 02:39:52 AM
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I ran into this issue, but I’m not sure whether it’s a geodata problem or an issue with the mobs’ AI. I generated the geodata using //ge, taking into account only the small wall that is before the cliff.
https://youtube.com/shorts/BX5lpF1OrDI?feature=share
Should I redo the entire node again, or should I look into the NPCs’ AI? As can be seen in the video, the player cannot cross the wall.
Has anyone else had this problem?
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Update the repo we fixe it 1 week ago
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Update the repo we fixe it 1 week ago
No, it still happens the same way, I already did a clean installation of everything.
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How to replicate this with a non GM character?
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No, it still happens the same way, I already did a clean installation of everything.
Check the geodata if are some green area mob will see as a way to go even if is not
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Not a geodata issue.
The player moves too far away and monster makes multiple turns.
Try this.
Index: java/org/l2jmobius/gameserver/model/actor/Creature.java
===================================================================
--- java/org/l2jmobius/gameserver/model/actor/Creature.java (revision 19455)
+++ java/org/l2jmobius/gameserver/model/actor/Creature.java (working copy)
@@ -4834,7 +4834,7 @@
}
// Pathfinding checks.
- if (!directMove && ((originalDistance - distance) > 30) && !isAfraid() && !isInVehicle)
+ if (!directMove && (!isPlayer() || ((originalDistance - distance) > 30)) && !isAfraid() && !isInVehicle)
{
// Path calculation -- overrides previous movement check
move.geoPath = PathFinding.getInstance().findPath(curX, curY, curZ, originalX, originalY, originalZ, getInstanceId(), isPlayer());
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Committed with https://gitlab.com/MobiusDevelopment/L2J_Mobius/-/commit/f5e20d5183d73b32f038b212bc9d318291a34668