You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
This repository was archived by the owner on Oct 14, 2025. It is now read-only.
This is a real doozy. Lots of educated guesswork has been done by other individuals that were willing to share their theories. Now we have to fill in the gaps…
Client Input
Pathfinding needed to function in 2004 with the least amounts of server resources. That means allowing the client to supply a generated path, and not generating new paths unless absolutely necessary.
Setting Interactions
For scripted setInteractions: if the target is a NPC/player, and the player still has steps, discard the new interaction (?) - allows the player to run away on retaliate
Processing Interactions
If the player can interact at the current distance, they will. The walking queue does not need to finish.
The cycle order is player/npc, movement, loc/obj.
Re-Pathing
On the last waypoint of a path, if the target has moved, generate a new path.