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feature/NPC-walking-fixes

Open JaXt0r opened this issue 1 year ago • 0 comments

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

  1. 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)
  2. Guard (214) should stay in front of door (Before the fix, he walked through walls)

JaXt0r avatar May 24 '24 03:05 JaXt0r