Puntif Report post Posted May 29, 2008 I think this may have been happening all along but I am seeing it more often now that the minimap can activate mapwalking. When I try to attack something that is moving, I frequently miss and click the ground instead. While frantically trying to initiate an attack I'll click lots of times. Some of these clicks hit the actor and some of them hit the ground causing me to walk. Sometimes the client tries to keep initiating a walk even after combat has started. Sometimes this causes a successful flee and sometimes the walk will happen after the creature is dead. I believe that when combat starts any mapwalks in progress should be cancelled. Share this post Link to post Share on other sites
Vegar Report post Posted May 29, 2008 I believe that when combat starts any mapwalks in progress should be cancelled. I couldn't agree more. Unless anyone objects, I'll add make the pathfinder stop whenever an enter_combat actor command is received for the player's actor. Share this post Link to post Share on other sites
2coolfool Report post Posted May 29, 2008 I believe that when combat starts any mapwalks in progress should be cancelled. I couldn't agree more. Unless anyone objects, I'll add make the pathfinder stop whenever an enter_combat actor command is received for the player's actor. but this makes fleeing while pvp'ing so much easier.. Share this post Link to post Share on other sites
bkc56 Report post Posted May 29, 2008 As I read the above, it only cancels map-walk when you click-to-attack. So using map-walk to flee should still work fine. Share this post Link to post Share on other sites
bluap Report post Posted May 29, 2008 I believe that when combat starts any mapwalks in progress should be cancelled. I couldn't agree more. Unless anyone objects, I'll add make the pathfinder stop whenever an enter_combat actor command is received for the player's actor. I'm not objecting but just letting you know that this was spotted before and patches produced but no consensus achieved on how best to fix it. I would favour a configurable switch to keep everyone happy; which I think the latest patch does. Here is the thread in question. Share this post Link to post Share on other sites
Vegar Report post Posted May 29, 2008 (edited) I'm not objecting but just letting you know that this was spotted before and patches produced but no consensus achieved on how best to fix it. I would favour a configurable switch to keep everyone happy; which I think the latest patch does. Here is the thread in question. No, please, no more options, the options window is already crowded as it is. My fix will only stop the pathfinder when the fight begins. If you want to use the mapwalker to flee during the fight, my suggestion won't make a difference. Edit: Looks like what I suggested is what the code labrat posted in that thread does. As a side note, Puntif, you should disable the "Extend the range of the walk cursor" option when hunting things. That will make the problem you described in the first post go away. Edited May 29, 2008 by Vegar Share this post Link to post Share on other sites
bluap Report post Posted May 29, 2008 No, please, no more options, the options window is already crowded as it is. My fix will only stop the pathfinder when the fight begins. If you want to use the mapwalker to flee during the fight, my suggestion won't make a difference.I didn't really want to add an option for the same reason, it was just an attempt at consensus. Having the pathfinder cancelled only at the start of a fight is a good compromise and one I didn't consider before. Hopefully, that will suit everyone else too. Share this post Link to post Share on other sites
Learner Report post Posted May 29, 2008 If you start thinking about conditionally disabling mapwalking when fight starts etc ... they you have to start thinking about mines, arrows etc ... It's just best to leave it as it is and those that want to stop can just click on the ground once, which will already stop the map walking. Share this post Link to post Share on other sites
Entropy Report post Posted June 2, 2008 Clicking on the ground once is not a good solution, because it attempts to take you out of the combat and you can lose a few turns. Share this post Link to post Share on other sites
Raz Report post Posted June 2, 2008 (edited) Click on the thing fighting you and the map walk stops. Edited June 2, 2008 by Raz Share this post Link to post Share on other sites
Alberich Report post Posted June 14, 2008 When I try to attack something that is moving, I frequently miss and click the ground instead. While frantically trying to initiate an attack I'll click lots of times. Some of these clicks hit the actor and some of them hit the ground causing me to walk. Sometimes the client tries to keep initiating a walk even after combat has started. Sometimes this causes a successful flee and sometimes the walk will happen after the creature is dead. There is an easy fix: disable "Extend the range of the walk cursor" in the controls options during training. Share this post Link to post Share on other sites