Admin ADMIN
2026.08.11
Confirmed, and I found the exact reason.
The pet's walk logic is a faithful port of the real client: it stands still when it's within 50 pixels of its target, walks when it's further, and teleports to you if it falls more than 150 pixels behind. The problem is what we hand it as a target. The real client points the pet at YOU. We were pointing it at a spot 46 pixels behind you, and then the 50-pixel standing zone got applied on top of that.
The two distances add up. The result is a pet that considers itself "arrived" anywhere from just in front of you to nearly 100 pixels behind, so it spends most of its time standing still rather than trailing at your heel — and because the teleport check was also measured against that offset point, it snapped home at the wrong moment too.
The fix is to aim it at your actual position and let the 50-pixel standing zone be the only trailing distance, exactly as the original does. That should make it hug you the way you'd expect.
The pet's walk logic is a faithful port of the real client: it stands still when it's within 50 pixels of its target, walks when it's further, and teleports to you if it falls more than 150 pixels behind. The problem is what we hand it as a target. The real client points the pet at YOU. We were pointing it at a spot 46 pixels behind you, and then the 50-pixel standing zone got applied on top of that.
The two distances add up. The result is a pet that considers itself "arrived" anywhere from just in front of you to nearly 100 pixels behind, so it spends most of its time standing still rather than trailing at your heel — and because the teleport check was also measured against that offset point, it snapped home at the wrong moment too.
The fix is to aim it at your actual position and let the 50-pixel standing zone be the only trailing distance, exactly as the original does. That should make it hug you the way you'd expect.









