Currently, combat actions such as range attacks, potion drinking and food eating stalls the character in place (similar to a vengeance stall), instead of cancelling after moving. This is how the combat and movement systems should act:
https://www.youtube.com/watch?v=ILZ3lVaWfvY&t=35s
Example of vengeance stall: https://youtu.be/mdJiyuZf2fY?t=41
Animation Stalling while in combat
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- glock_saint
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- Ceikry
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Re: Animation Stalling while in combat
https://www.youtube.com/watch?v=ILZ3lVaWfvY&t=88s
Video shows several cases of the ranged animation stalling the movement visually. Please correct your issue with additional sources or additional clarification.
Video shows several cases of the ranged animation stalling the movement visually. Please correct your issue with additional sources or additional clarification.
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- glock_saint
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Re: Animation Stalling while in combat
The animation stalling really only occurred on the live server (lag could have contributed to this effect). In singleplayer, local game, it appears the issue is in fact a pathing bug.
https://streamable.com/0wibhs
https://streamable.com/0wibhs
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- Froob
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Re: Animation Stalling while in combat
Pathfinding seems to be the same issue as https://gitlab.com/2009scape/2009scape/-/issues/1137
- Ceikry
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Re: Animation Stalling while in combat
Neither of these are technically bugs, the server is configured to use a more optimized pathfinder for the sake of server resource usage and tick budget. This pathfinder naturally will have quirks that don't line up exactly with what you expect from RuneScape's pathfinding. Turning the optimized pathfinder off "fixes" this "bug"
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- glock_saint
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Re: Animation Stalling while in combat
Is it possible for actual players to have the correct pathing data and the bots have the optimized?
- Ceikry
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Re: Animation Stalling while in combat
no, for all intents and purposes bots are treated identically to any other player. there is literally no distinction between the two in 99.98% of the entire codebase.
changes could be made to add a distinction for bots, but that's how you create a spaghetti codebase that is really unmaintainable. Scattering references to random unrelated shit in random unrelated places.
changes could be made to add a distinction for bots, but that's how you create a spaghetti codebase that is really unmaintainable. Scattering references to random unrelated shit in random unrelated places.
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- DarkMagician
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Re: Animation Stalling while in combat
Is this the thing causing the issue I have with doors/ladders? If so can we turn that off in sp lol