L2JMobius

High Five Mobs Ignoring Wall Collision – Geodata Problem?

Noza · 7 · 572

Offline Noza

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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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Offline Noza

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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.


Online Mobius

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Online Naker

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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


Online Mobius

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Not a geodata issue.
The player moves too far away and monster makes multiple turns.

Try this.
Code: (diff) [Select]
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());