DarkstarProject / darkstar

DEPRECATED - FFXI Server Emulator - See Project Topaz
https://github.com/project-topaz/topaz
GNU General Public License v3.0
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Navmeshs and Doors #2457

Open m241dan opened 8 years ago

m241dan commented 8 years ago

Does recast navigation have a toggle function for doors? Right now, any openable/closable door, sky|sea in particular, mobs cannot get through.

bendangelo commented 8 years ago

Yes recast has a toggle function but it'll involve a small tweak to the navmesh. I don't think we knew the expected behavior for doors, so it was not implemented.

I know mobs chasing players will run through doors but is this consistent throughout all doors?

m241dan commented 8 years ago

Mobs chasing players will -not- go through doors. Especially open ones.

Curiously, upon reflection, this may have to do with my adjusting it so mobs just StopWithin instead of picking a random radian around a player.

bendangelo commented 8 years ago

No I was talking about expected behaviour, right now they will not go through doors.

Deadwing888 commented 8 years ago

Mobs should neither aggro through walls nor closed doors. Players should be unable to cast on or shoot at mobs without line of sight, but I'm guessing that's already known and not an easy fix.

A mob chasing a player will open the door at which point both the mob and player can pass through the doorway freely until it closes.

Also, the switch behind the gate to the Den of Rancor should be inoperable from the front of the gate. Currently players can avoid lighting the four lamps by simply hitting the switch from the front of the gate.

gedads commented 8 years ago

"A mob chasing a player will open the door at which point both the mob and player can pass through the doorway freely until it closes. " That's the uggalehpi trick in the manipulator's room where you can aggro a mob you can't see behind the door and have him open it. Other case is pso xja and the 16 rooms mission where some people where abble to aggro/pull mobs especially eyes i think before entering the room But that problem isn't only for mobs, in campaign zones, when you're riding a chocobo, the doors are supposed to open automatically (so you don't have to dismount target and open the door).

Gravenet commented 8 years ago

There are doors such as "CS" doors that require a key to trigger (This can be confirmed I believe also in Temple of Uggly People) where if you aggro a Mob from inside, that door will in fact NOT open -- they will just come through... This was confirmed during one of our run through's on retail last week I just cant remember which door it was... But as Gedads stated above his trick works on Majority of doors throughout the game.

As for the mobs aggro- or being attacked - Walls such as doors or shifting walls such as Sacrarium are just NPCs with different settings (IE open close) and do in fact aggro through them. Wiki specifically states in some areas that you may aggro through the wall in some areas regardless of line of sight, only thing in common with them is their ability to move as opposed to being a SOLID wall.

I agree in most cases mobs SHOULDN'T aggro through a closed door... but this is just not the case on retail, and depending on the type of door dictates whether the door opens or not.

bendangelo commented 8 years ago

Yeah so the door issues will have to be fixed on a case by case basis. I think we should start with the highest priority doors first, probably the doors in sky? How do those function?

Deadwing888 commented 8 years ago

Deadwing is active if you want to go poke around up there @bendangelo

I thought about mentioning the temple of uggalepih when writing my comment but decided not to bring it up. It was perhaps also a bit misleading of me to say that players are unable to cast/shoot mobs without line of sight because I remember doing it in uggalepih through closed doors. I believe it was a tricky process even with fillmode to aggro through the door was it not?

I completely forgot about pso'xja though, and now that you mention it I do remember certain doors (probably the switch doors in sky, possibly the weight doors in Qicksand Caves) that will not open to let mobs through-- they'll just run through the closed door.

Hozu commented 8 years ago

"Also, the switch behind the gate to the Den of Rancor should be inoperable from the front of the gate. Currently players can avoid lighting the four lamps by simply hitting the switch from the front of the gate."

I just created a pull to fix this, but while I was testing it I was unable to interact with the switch from the wrong side - it was always too far. Either way, there probably should be a check.