Thread: #path woes
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Old 08-02-2017, 11:12 AM
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Toony
Sarnak
 
Join Date: Jul 2009
Location: USA
Posts: 85
Default #path woes

So, after a few weeks of making a lot of progress and generally feeling very good about what I had accomplished, I decided to work on pathing...

I'm trying to #spawnfix some mobs under the world (I'm reverting to the old lavastorm map) and then fix their pathing with the in-game #path commands. Just trying real simple things like spawn here, walk there type stuff.

So far nothing I've tried seems to have made any changes at all, commands like #path move, #path shownodes do nothing for me.

Then, reading threads like http://www.eqemulator.org/forums/showthread.php?t=41117

I get the idea that dumping (saving?) and processing (loading?) .path files is precursor to getting the other commands to work, but neither #path process Maps/lavastorm.path or #path dump Maps/lavastorm.path seem to do anything.

After running #path dump Maps/lavastorm.path I looked in both the main folder and the maps folder and there was no such file created, of course I could have all this wrong and be missing something else entirely.

For reference I'm on Windows, running Akkadius's server installer and Titanium is my client

btw, I have considered that maybe I just need to blowout the existing path info in the db but I wasn’t sure that was necessary and didn’t want to unless it was, so I changed a couple of the values for the particular grid id I’m working on and nothing changed once the mob started traveling; so I'm unsure that was even the values in question.


In a nutshell, help a n00b lrn2path?
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