A couple of thoughts...
I watched the video you posted, and while it seems to run smoothly I have to wonder if the twitchy heading changes just at the point your character intercepts the mob may be seen as 'botty' and get you reported. Most folks don't move their pointing devices quite that fast. Is there an option to dampen that rate of heading change to lessen that appearance? Sure, the bot would take an extra hit as it turned, but it would look more lifelike.
Also, when configuring bbot for the first time at splintertree post in ashenvale, once leaving the inn, and the post itself for that matter, the bot will never return. He gets close to the gate, a statement about a collision being avoided pops up, and he abruptly turns away from the gate that he's dead centered on. Is the collision radius set in the following portion of the oNavigator.iss file?
Code:
method AvoidObstacle()
{
variable int Degrees = 0
variable int Distance = 7
variable int NewHeading = 0
variable bool Left = FALSE
variable float X
variable float Y
variable float Z
variable float MeZ
MeZ:Set[${Me.Z} + 0.2]
do
{
In other words, can I get the bot to pass through the gate and into the inn if I change variable int Distance = 7 to something smaller like variable int Distance = 3?