Stowaway Rollerrats teleport to you when attacked outside their "area" #1376

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opened 2025-08-30 07:11:35 +00:00 by Keex · 2 comments

https://bytebin.project-rk.com/GYxN0ma9

Reproduction steps

  1. Stand outside the platform before the rollerrats
  2. Attack a rat with range weapon
  3. Instead of rolling towards you, the rat sits there and then teleports to you

Expected results

The rat should roll towards me.

Actual results

It teleports to me after a short while (assume the time it would take to roll over)

Bug prevalence

Reproduceble

Description & Attachments

See video for behavior.

### Report link https://bytebin.project-rk.com/GYxN0ma9 ### Reproduction steps 1. Stand outside the platform before the rollerrats 2. Attack a rat with range weapon 3. Instead of rolling towards you, the rat sits there and then teleports to you ### Expected results The rat should roll towards me. ### Actual results It teleports to me after a short while (assume the time it would take to roll over) ### Bug prevalence Reproduceble ### Description & Attachments See video for behavior.
Keex added the
type
bug
state
new
labels 2025-08-30 07:11:35 +00:00
Author

Seems to also happen for the other mobs there, like the Junkbots.

Seems to also happen for the other mobs there, like the Junkbots.
madcow added
priority
4
state
verified
and removed
state
new
labels 2025-09-01 20:59:38 +00:00
Member

This one is going to be hard to solve. The reason this happens is because of how we are baking NavMeshes for playfields. The platform itself is treated as seperate geometry compared to the bridge to it because of the 'sign' that exists above the entrance to the platform. Because the mob can't pathfind to the player it invokes our 'stuck' logic for the mob and places them at you instead. Since we don't have access to FCs NavMesh Data/tooling, this is probably as good as we'll get for the Shuttleport and this little error will persist.

This one is going to be hard to solve. The reason this happens is because of how we are baking NavMeshes for playfields. The platform itself is treated as seperate geometry compared to the bridge to it because of the 'sign' that exists above the entrance to the platform. Because the mob can't pathfind to the player it invokes our 'stuck' logic for the mob and places them at you instead. Since we don't have access to FCs NavMesh Data/tooling, this is probably as good as we'll get for the Shuttleport and this little error will persist.
Raggy added
state
wontfix
and removed
state
verified
labels 2025-09-09 12:38:46 +00:00
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Reference: prk/issues#1376
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