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[By design] Pets: Pet Pathing on House Lots

Discussion in 'Release 39 Bug Forum' started by Bom, Mar 6, 2017.

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  1. Bom

    Bom Avatar

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    The pet pathing on/off house lots could use some work. Here I am standing with my pet on my lot. If I move a little bit off the lot my pet will run all the way around the house to get to me rather than just following me a few feet off the lot.

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  2. Raven Swiftbow

    Raven Swiftbow Bug Hunter

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    @Bom

    Submitted for review - thanks!
     
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  3. Serafina

    Serafina Portalarian Emeritus

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    @Bom This appears to be by design for now. The exit for the lot for the pet is by the lot marker or sign, so he needs to path to that first.
     
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  4. Scrambler

    Scrambler Developer Emeritus

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    I completely agree it needs improvement. Possible improvement may be more connections between the plot and the word to allow the pet to have additional, closer, ways to navigate into the lot - however fences, decorations invalidate connections. I've been thinking about other solutions over the last few releases too.
     
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  5. Bom

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    Couldn't the exit point be a variable set to the character exit location?
     
  6. Scrambler

    Scrambler Developer Emeritus

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    By variable do you mean player placed, like a deco? If so, perhaps... though I'd prefer a solution that works better out of the box, that could help fine tune.
     
  7. Bom

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    No I mean variable as in the code. Pet exit point = avatar exit location.
     
  8. Scrambler

    Scrambler Developer Emeritus

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    Ok, understand.

    Here's some technical background :
    The player is able to move freely around the boundary between the plot and the main level. The npc is bound to using a navigation graph. When traveling on/off the plot, the npc is traversing two separate graphs (main level and the plot). The npc needs to follow predetermined routes, connections, bridging the plot and main level (stitching). The npc follows you best it can, but needs to stay on the routes. There aren't that many connections currently, they're sparse. Adding more routes may help, but there are challenges with that in terms of run-time cost.

    I've been experimenting with simply teleporting the npc on/off the lot too. That bypasses issues with fences, decorations.
     
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