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Old 10-22-2006, 04:45 AM
konidias konidias is offline
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Quote:
Originally Posted by Yen View Post
Which would be the laggy way I'm talking about.
How will the baddy know which way it has to search for a way around the wall? It could have to circle the room and, go down a hall, and turn to reach the player. If this is the case, it's going to do an immense amount of onwall checks.

We have looked into following the path the player takes, but we don't think it would work very well.
There are spells that teleport the player and effects that speed the player up. If a player has a speed boost, they could move up to 10 tiles before the baddy begins it's next movement; it would be pretty much the same thing as letting it walk through walls. Also, it's possible for a player to aggro a baddy through a wall.
It wouldn't be laggy... if there is a vertical wall like this with the baddy on top and the player running around to the bottom:

NPC Code:

| x
|------ ---
| o

The baddy would run against the wall trying to go down to
the player, and then when it hits a wall it would just check
along the X and see if there is an opening large enough for it
to go through...

| x
|+++--- ---
| o

(nope, can't go right)

| x
|++++++OO---
| o

(bingo! *goes left to that position and then continues to go down*)



Why would that make it check the entire level? It would only check the wall that it's run into.

If the monster is having to circle an entire room and go down halls and all of that... It's too slow to keep up with a player in the first place. Then all you'd have to do is make it "give up" chasing the player if there is too much distance between them.
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