GothicVR
GothicVR copied to clipboard
feature/NPC-walking-fixes
What's done:
- I changed lookup of end locations from Sphere Colliders of Waypoints/Freepoints to a Vector.Distance() lookup. Due to the fact, that some NPCs spawn directly next or inside a collider, which causes frictions. The new lookup is better aligned with original Gothic logic.
To test
- Spawn Grim (580) a few times and look if he walks into the music stage - if he just stands around the fire, we're fine. (Lowered search distance for a place to pee. Before the fix, he walked into the inner circle's walls to pee)
- Guard (214) should stay in front of door (Before the fix, he walked through walls)