Bug #41044

Walkway Points Across Areas

Added by Aschent TDN 5 months ago. Updated 26 days ago.

Status:Closed - Not an IssueStart date:09/28/2019
Classification:Public ItemDue date:
Assignee:-% Done:


Target version:-
Found In Version:8186 Category:Original Content, Pathfinding, Persistent World, Scripting, Tool-set general


The system implemented by Bioware does not follow the appropriate process when placing said waypoints.

According to the instructions, the Creature patrolling waypoints (as established originally) should follow waypoints that are setup according to the creature tag.

For Example:
Creature Tag: NW_DEER
Waypoints: WP_NW_DEER_01, 02, 03, etc.

However, the creature will skip Waypoints altogether if it is attempting to transition an area.

In the example attached, the Deer will begin pathing to the first waypoint (WP_NW_DEER_01), and then head to the northern area transition and head to "WP_NW_DEER_04" rather than heading to the 2nd and 3rd Waypoints. No module developers or PW developer would want the creature to path independently of the provided waypoints as the AI for pathing is notoriously poor.

Ideally, the Deer should path to the waypoints provided and then transition once it crosses over the trigger for an area transition. This would ensure that premature transitions are the fault of the developer, not of the system and can easily be fixed once noticed.

Waypoint_Bug.mod (292 KB) Aschent TDN, 09/28/2019 09:19 PM

255 - Waypoint Crossing.zip (12.5 KB) Bill Harper, 09/30/2019 09:12 AM

257 - Modified_Waypoint_Bug.zip (12.9 KB) Bill Harper, 09/30/2019 09:31 AM


#1 Updated by Bill Harper 5 months ago

Hi, and thanks for your report. I gave this a try this morning, but I'm not seeing the behavior you describe. I included a copy of my test module. Ther boy is walking his waypoints in order, from 1 to 6 and then backwards from 6 to 1. I'll take a look at your sample mod and see what is different, and let you know what I find. Thanks!

#2 Updated by Bill Harper 5 months ago

Hello again. I just gave your mod a try, then played around a bit. I came to the conclusion that's htere's 2 distinct factors causing this behavior in your mod: 1) The deer's proximity to waypoint 6 at spawn, and 2) the placement of 2 of your waypoints inside of an area transition.

This is relevant because the heartbeat-based script for walking waypoints involves a proximity check of creature to a given waypoint. By starting that close to #6, the script is reading it's current value as 6 and starts heading for waypoint #5 and then 4. As 5 is in area 2 and a transition, the deer leaves the area a second time to hit WP #4. When I switched around positions and put WP#1 near the deer instead of WP#6, the deer began walking in expected sequence.

So in conclusion, I think it's your waypoint placement that needs adjustment. If you like, please repeat the test in a larger area with more spacing from the waypoints especially at spawn, and see if the behavior is still the same. Thanks again for your report, we look forward to hearing back from you!

#3 Updated by Bill Harper 26 days ago

  • Status changed from Needs More Info to Closed - Not an Issue

Thanks again for your report! With 4 months of inactivity, I'm going to assume you managed to work this out and will close the ticket. If you have remaining or new issues, please free free to file them here at https://support.baldursgate.com Please keep in mind my advice regarding waypoint placement as well.

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