-
-
Notifications
You must be signed in to change notification settings - Fork 85
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Sentinel NPCs chasing a target seem to pause when close #335
Comments
water and carpets are Citizens issues, not Sentinel The pausing might be a Sentinel issue. That can happen if the Sentinel gets into attack range of the player and then the player moves away... once it's in range it's not going to continue chasing because it's already close enough. If there's more to it than that, please explain further and/or post a video to demonstrate what's happening. |
Unfortunately we can't use new-finder because it causes massive performance issues. What should we do ? For the pausing : https://streamable.com/cyxmc4 |
That looks like it is a range thing - it's within attack range of the player when it stops, but the player keeps moving, and it stays stopped for a bit too long and so falls behind. |
Okay I see. |
Try build 344+ from https://ci.citizensnpcs.co/job/Sentinel/ , and specifically enable |
It seems fully functionnal now, thank you. Now we just have to wait for the Citizens improvement to new-finder to fix the rest... |
The output of command
/version
on my server is: Paper version git-Paper-229 (MC: 1.15.2)The output of command
/version citizens
on my server is: Citizens version 2.0.26-SNAPSHOT (build 1921)The output of command
/version sentinel
on my server is: version 2.0.1-SNAPSHOT (build 343)A pastebin.com link to my (full!)
Sentinel/config.yml
file is: (PLEASE FILL IN)Hello,
We noticed several issues with latest versions of Citizens, Sentinel and Minecraft.
The first one is that Sentinels can't move in water at all, again. This issue was previously fixed but it seems to be back. We have set "avoidwater" to true but players often just push sentinels in water and since they can't get out, it's easy kill.
The second one is that Sentinels seem to mimic player movements, which means they "pause" whenever the player pauses and then resume chasing. In general, Sentinels very often pause mid chase for a moment, which makes their behavior very unrealistic and more easily predictable.
The third one is that they have troubles with carpets. If a room has carpets, the sentinel seems to think that these are "full blocks" the player walks in and they seem to think they can't pass. So they don't move at all. See below :
http://www.noelshack.com/2020-18-5-1588365487-2020-05-01-22-36-25.png
Thank you for your time.
The text was updated successfully, but these errors were encountered: