overriding collision checks in ogre map

Sethric

Active Member
Before I made a feature request, I thought it would be better to see if i'm simply not doing it right.
I was in a guild hall where I was a member, but not trustee, and the rush order agent is behind a circle of furniture.
There might be other things complicating the issue, but, I think that there's what I'm trying to overcome.

OgreCraft doesn't seem to like to do a final 'just try using the actor before you give up' when it cannot find a path to the npc I think.

I'll add a request for 'ignore collision check' option like ogrebot has if it's warranted.

Thanks guys.
 

Sethric

Active Member
I tried to recreate the scenario in a GH i'm trustee in and cannot recreate it yet, so i'll add details on the exact error and what may likely be causing it when I figure it out.

-I think I figured it out.
When the NPC is behind a counter, ogre movement determines that the npc is unreachable, and, if it can't go around, and then craft will not continue.
 
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