BugMeNot2014 Posted August 31, 2016 Group: Members Topic Count: 8 Topics Per Day: 0.00 Content Count: 46 Reputation: 3 Joined: 07/19/14 Last Seen: June 7, 2023 Share Posted August 31, 2016 Hello, mobs Glitching always to free fields. hope someone knows the solution Quote Link to comment Share on other sites More sharing options...
0 Playtester Posted August 31, 2016 Group: Developer Topic Count: 37 Topics Per Day: 0.01 Content Count: 897 Reputation: 248 Joined: 01/30/13 Last Seen: Yesterday at 12:32 PM Share Posted August 31, 2016 That's not a glitch, but official behavior. But you can switch that off if you want. There are a bunch of config settings regarding this: monster.conf // How often should a monster rethink its chase? // 0: Every 100ms (MIN_MOBTHINKTIME) // 1: Every cell moved // 2: Every 2 cells moved // 3: Every 3 cells moved (official) // x: Every x cells moved // Regardless of this setting, a monster will always rethink its chase if it has // reached its target. Increase this value if you want to make monsters continue // moving after they lost their target (hide, no line of sight, etc.). monster_chase_refresh: 3 misc.conf // Determines max number of characters that can stack within a single cell. // Official - Only affects the walking routines of characters, including monsters. // If a unit stops walking and is on a cell with more than stack limit // characters on it, it will walk to the closest free cell. // Set to 0 for no cell stacking checks and free movement. // Custom - This variation will make every full cell to be considered a wall. // NOTE: For the custom setting to take effect you have to use a server compiled // with Cell Stack Limit support (see src/map/map.h) official_cell_stack_limit: 1 custom_cell_stack_limit: 1 Quote Link to comment Share on other sites More sharing options...
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BugMeNot2014
Hello, mobs Glitching always to free fields.
hope someone knows the solution
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