In the obstacle function is being called from within moveto with the premise that the integer fed in indicates the number of failed attempts thus far in reaching your destination, but when you look at the function the integer received is used as the delay for timing issues which should probably be a constant the user needs to edit if they have lag or something absurd.
This is causing infinite loops when the character is stuck while harvesting and probably other situations.
ie the pathing routine in eq2harvest has a do while the node exists, it expects to either harvest the node or declare the node bad. I contend that it is never deeming it bad because of some coding error between versions. I know it used to set bad nodes after a few attempts...now it is just bouncing against a wall forever...
Yes, I made a video...4 minutes straight of bang, strafe, bang, strafe, bang...it tries so much that it actually gets stuck and I think the LavNAV portion finally quits the harvesting and logs the character out.
I would fix it myself, but I don't know what else relies on this single little script!
Anyway, would the powers that be tend to this please?
gf
This is causing infinite loops when the character is stuck while harvesting and probably other situations.
ie the pathing routine in eq2harvest has a do while the node exists, it expects to either harvest the node or declare the node bad. I contend that it is never deeming it bad because of some coding error between versions. I know it used to set bad nodes after a few attempts...now it is just bouncing against a wall forever...
Yes, I made a video...4 minutes straight of bang, strafe, bang, strafe, bang...it tries so much that it actually gets stuck and I think the LavNAV portion finally quits the harvesting and logs the character out.
I would fix it myself, but I don't know what else relies on this single little script!
Anyway, would the powers that be tend to this please?
gf