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  #1  
Old 02-04-2018, 08:11 PM
minijag
Fire Beetle
 
Join Date: Dec 2009
Posts: 10
Default Classic Nektulos, zone hopping, grid, grid_entries, pathing

I'm trying to implement classic nektulos without much success. Downloading old databases and implementing grid entires from those dont work, updating rule_values to Z axis pathing fixing isn't working.

Is there a tool I can use to generate new pathnodes or grid entries for my server? Or is there an existing solution I haven't been able to find on my own? I've searched for 'nektulos, hopping, falling, grid, pathing, classic, titanium' in various combinations.

When I look at #path shownodes on rof2. I dont see any across the zone, which makes me think I dont need them for the titanium client. However I tried adding 2 nodes between 2 triangles a monster was spawned on, and restarted my server, with no luck. My mobs still fall from the sky while aggro pathing.
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  #2  
Old 02-05-2018, 01:22 AM
Shin Noir's Avatar
Shin Noir
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Join Date: Apr 2002
Location: Seattle, WA
Posts: 502
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This is an area I had been trying to simplify with some of my toolsets.
While none of them are working atm, I hope to get time to help with this in future.
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  #3  
Old 02-05-2018, 06:39 PM
Turmoiltoad
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Join Date: Apr 2013
Posts: 27
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Just to be clear on one point as well:

"Pathing" is not the same thing as "WP Grid".

Probably the easiest way to think of it, is that "pathing" takes place when you smack a mob and run away. PATHING makes the NPC -not- run through walls (assuming you've set up the nodes properly).

Waypoints are the route that a mob will follow as it wanders around (IE without aggro). Waypoints are what allow you to get a mob to walk from point A to point B and back (or a large variety of other patterns).

There are a bunch of #path commands available to you in game to generate pathing nodes. You probably don't need pathing in Nektulos since you should likely always have Line of Sight...which makes me think what you're looking for are waypoint grids. There are a number of commands available to you in game to create and assign waypoint grids, most notably #wpadd (add a waypoint to the targeted NPC's grid) and #wpinfo (reveal information about the NPC's grid).
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  #4  
Old 02-07-2018, 10:32 PM
minijag
Fire Beetle
 
Join Date: Dec 2009
Posts: 10
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The fix for this is building a new nektulos.map file with the old zone geometry using one of the zone utilties. You need to find a classic nektulos.s3d zone file to do this (afaik).
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