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  #16  
Old 05-16-2014, 07:11 PM
Splose
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http://wiki.eqemulator.org/p?Waypoints&frm=Main

check that out.

you'll have to use #grid max.. then #grid add to that number + 1

then you #gassign and repop and wait until the grid gets assigned to the npc (takes a few seconds.. you can check with #wpinfo.. then you just do #wpadd)
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  #17  
Old 05-17-2014, 12:30 AM
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Akkadius
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In quest::follow there is a difference between using entity and entity ID. You will need to do $entity_list->GetEntityByNPCTypeID(npcid)->GetID()

Ps. Typing on phone sucks
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  #18  
Old 05-17-2014, 07:01 AM
Splose
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Quote:
Originally Posted by Akkadius View Post
In quest::follow there is a difference between using entity and entity ID. You will need to do $entity_list->GetEntityByNPCTypeID(npcid)->GetID()

Ps. Typing on phone sucks
I tried that brotato it didn't work
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  #19  
Old 05-17-2014, 01:04 PM
Esildor
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Lol @ brotato.

So, if statement for sub event_waypoint_arrive uses grid max? like if ($gridmax) or some shiz?
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  #20  
Old 05-17-2014, 02:11 PM
Esildor
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Holy shit I'm so terrible. Just did #wpinfo, they're numbered 0,1,2 etc. What I thought was 3 was 2 all along. if($wp == 2) { works fine.

That's a good thing to note though because on the PEQ Editor it shows the numbering starting at 1, not 0.

fml.
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  #21  
Old 05-17-2014, 02:38 PM
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Akkadius
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Quote:
Originally Posted by Splose View Post
I tried that brotato it didn't work
That's because phone's autocorrect and they suck.

quest::follow($entity_list->GetNPCByNPCTypeID(npc_id)->GetID(), 10);

DOES work
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  #22  
Old 05-17-2014, 03:05 PM
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joligario
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Quote:
Originally Posted by Esildor View Post
... on the PEQ Editor it shows the numbering starting at 1, not 0.
Which is part of the old numbering system which was inconsistent. To get grids set properly, it is best to start 0 as the spawn point. In the editor, you can sort the grid points and it will fix the particular spawn.
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