Whenever I set a waypoint that is 2x2 (or a higher value) it's quite common to see the character walking diagonally on it.
Is there a way to avoid this?
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Whenever I set a waypoint that is 2x2 (or a higher value) it's quite common to see the character walking diagonally on it.
Is there a way to avoid this?
bump!
bump!
Use node or stand instead of walk and i think it will work as u want it
bump!
If its not Diagonal Movement, then i have no idea. But tbh, i quite like this feature. When i am playing, i am using only num keys to walk, and i use diagonals very often, so when bot is using it, imo its more human like.
I get your point Imba, but sometimes it doesn't seem human at all.
I mean, if you're hunting, it's quite fair to use a diagonal movement. You can avoid waves and beams more effectively this way.
However, when you're walking through the city and you just go diagonal out of the blue, for no actual reason, it's pretty noticeable and strange.
You see, I have waypoints set at every 15~20 sqms. How odd it is to have the char walk diagonally on every single one of them?
I personally think that if we could set a % chance for it to happen, it would be a good thing. But not have it on a crazed walk.
Since it seems like there's no immediate solution for it, I think this thread could be converted into a suggestion.
If the waypoint range is higher than 1x1, make it possible to set some randomness for the diagonal movement (or even avoid it).
Thanks!
Aside what is now to be considered a suggestion, I've noticed another issue.
Does the node range work in a different way when node waypoints are set with values higher than 1x1?
Because ever since I started using them, it doesn't matter how bigger I set the node range, they seem to be considered as stand waypoints.
As an example, consider a 3x3 node waypoint:
xox
xxx
xxo
The blue spot is where the char is standing, and the red spot is the waypoint the bot assigned inside the 3x3 waypoint.
Even though my node range is set as 5 or 10 sqms, the char is going back to the red spot before moving forward.
I never had this issue when using 1x1 nodes, but since I started making them wider, this is happening.
Any clues?
bump!
bump!
I really need some concrete answer on this...
@Lucas Terra, sorry to be bothering you, but since I'm getting no actual answer on this, I thought only you had the knowledge to do so.
Thanks..
Seriously, I miss the days we could actually get some sort of support over here..
Well, maybe people do not reply because they do not have any clues? Just like me, for example
Can any mod, helper or whatsoever please forward this issue to Lucas?
Tbh, i think you should make 2 separate threads, one in suggestions and one in bugs. Then i will send links to Lucas, but AFAIK he have exams now or something like this.
Yep, I'll make it.
Once I'm done with it, I'll mention you on both threads, if you don't mind.
Thanks!
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Edit: @Imba, here are the links:
- Bug: https://forums.tibiawindbot.com/show...the-Node-Range
- Suggestion: https://forums.tibiawindbot.com/show...Waypoint-Width
Thanks for the help.
You can now close this thread!
The reason your thread didn't get any attention, or at least why I didn't even bother reading it before, is because your title is awful. The title is meant to introduce your topic. This is the Support board, I believe that it is a little obvious that anyone making a thread here needs help. When you give an obvious title, I automatically assume you're retarded and your issue is such an obvious one that it isn't even worth my time. Next time, try a better title such as "Cavebot Walking Diagonally on Ranged Waypoints" or something similar.
PS: Not meaning to be rude, just giving advice my own way. Also taking an opportunity to rant a little.