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kozartu weapi1 redasteroid opaquereptile seafoodmarinara errerer strawberryclover cindy-master sbago moewcorp eternitypm lary6666ffxiv_vfallguy's Issues
nvm
I think Dalamud is modifying your mod in the runtime. "Vfailguy" and changed functionality
When you load the addon, it now loads as "vfailguy" and the button to enable automatically running is disabled, the rest of the features are loaded.
How can I use this?
Is there a repo link that I can use to add this plugin? I'm not that good with navigating around github so sorry if I messed it somewhere
AoE marking/line calculation inactive
This plugin doesn't seem to work at all anymore. Does not display on stage 3. Disabling/enabling has not worked, neither has reinstalling it.
I am an NA player on Crystal.
IT doesn't work
installed the plugin but when i go in it doesn't show aoe or anything is it a bug or
Micro lags
I experienced micro screen freezes (like really short prob. less than a second) when i reach the stairs at the end of the map.
we need update
Example of new feature for auto-pathing.
I know you just added this, but wanted to provide an example of my one time usage with it so far, I wanted to try it before bed. Was a wild ride ๐ฏ
fallguyspathing.txt
Video example of it going bonkers
Looking forward to see what you do with this though. โค๏ธ
current pathfinding is good, but the previous was better.
Although it is nice to see the pathfinding jump around less, the updates were very useful midrun.
The current version chooses one path and only adjusts after you've passed a "checkpoint line". And the adjustments sometimes sends you straight into an aoe. It once sent me in a straight line through the square aoe's from the bottom straight to the top of it. You cannot dodge that. Another instance of bad pathing, if you decide to not follow the path, it will for a long time not update and just say you need to walk through different aoe's.
The path also has very strict timing to dodge the aoe's, and if you are delayed by even 0.05 seconds, the entire path created no longer works. Which happens quite often because the pathing also goes very tight around objects or goes straight through a stun block (center of a hammer).
I think this in general would be fixed again if the timers that were on each checkpoint returned, to see if we are on pace with the laid out path. Or if you reroll the pathfinding update to the previous version and then combine it with the current one to have a less sporadic initial path.
tldr: current pathfinder needs the timers back, and more frequent updates to pathing midrun so it doesn't send you into an aoe.
rereading this it makes me feel like the current pathfinding has "checkpoints" spread around the map and whenever you pass one, it snapshots all aoe's between the passed checkpoint line and next checkpoint line. And uses the snapshot to determine the pathing.
i'll check the history to see if i can find something, but i'll likely not find anything as i don't know C#
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