So Trev, does this plugin work on any zone with mobs that already have designated paths? What about NPCs that are supposed to be static?
|
Thanks Trevius, I'm only running v1048 so will have to update.
Thanks again |
Quote:
If you just try it out using the example I posted, it should be pretty easy to see what is going on and how to use it. |
Here is my latest modifications to these path tools. The main change is that RandomRoam now allows for an optional Z variance setting as well as an optional LoS mob size setting.
Code:
#NOTE: These functions require the globals.pl file for use of the val() plugin |
I added a new plugin to the original post. It is CalcDestFromHeading and basically lets you calculate a destination X and Y based on a heading and distance. It is really nice for projectiles and also handy if you want to surround something with a circle of spawns or whatever.
Here is the description, but for the actual code, see the first post in this thread: #Usage: my @DestArray = plugin::CalcDestFromHeading(Heading, Distance, [Mob, MaxZDiff]); # This plugin calculates the destination X and Y loc based on heading and distance # Heading is the heading you want to calculate destination X Y Z from # Distance is the distance you want for the destination X and Y from the source # Mob is an optional field to allow any mob to be set, but $npc is default # MaxZDiff is the max height difference from the source mob's Z you want to calculate the destination from. # # The output array can be used as follows: # my $DestX = $DestArray[0]; # my $DestY = $DestArray[1]; # my $DestZ = $DestArray[2]; |
I copied the example quest given at the beginning of the thread directly, but I still cannot get the random roaming to work. I have the globals.pl and path_tools.pl in my plugins folder, and I've even tried renaming path_tools to randomroam and RandomRoam. I have my source code up to date and everything, so I'm really not sure why I cannot get this working. Anyone have any thoughts?
|
Nevermind, I found the problem
|
Anyone with a up to date server able to get this plugin to work?
|
We use it on PEQ in crescent reach cause Cavedude was too lazy to go make grids and it appears to still work.
|
Quote:
Roam box is terrible in zones where the Z varies and I hate making grids but guess thats the only thing left to do. /cry Anyways thanks for letting me know its working as is on PEQ. Helps reaffirm that I noobed something up and should just try again until it works. |
Ive had problems with this plugin myself. Mainly when I create a new quest folder for a zone that doesn't already have a folder created. I can zone into Crescent Reach and see the script working correctly on the bears, snakes, spiders etc from the original PEQ quests directly from the SVN. However when I copy the exact same script and move it into a newly created folder for say Elddar Forest, the plugin does not work even though it is working in Crescent Reach.
Other scripts work correctly in the newly created elddar folder, even other plugins, but not the randomroam for some strange reason. Even scripts from the global_player and global_npc work in the zone, just not this particular plugin, yet the plugin does work in other default zone folders that come with the SVN. Hopefully this narrows down the problem. |
Thanks for that feedback Mariomario, it may be the cause of my issue.
I am using zones that are not used yet on peq so I have to create their quest folder. Everything else I am doing is working except this plugin. It's frustrating because I want to be lazy and not create nice pathing via grids. |
Keep in mind that for this plugin to work, you need to have LoS working in the zone! I suspect this is the issue you guys are having with this plugin. This means that you need a map file for the zone, and many of the newer expansion zones don't have map files yet. You can create your own map files using Azone2 for every map up to current, I believe.
You can easily test if LoS is working in your zone by trying to cast a spell on a nearby NPC, or by using the "#los" command if you have access to that command (GMs do). If #los shows you do not have Line of Sight to an NPC you are standing right next to, then you are almost certainly missing the map file for that zone and will need to create one yourself. The zone won't be functional for playing in until you get a map file anyway, as you won't be able to cast detrimental spells in there on targets other than yourself. Also KoS mobs will not have LoS to be able to aggro on anyone as they should. |
As Trevius stated, if you don't have map files for that zone, the plugin will not work correctly because it uses LoS checks based on the map files.
If you want to create your own, azone.exe can be downloaded on the links in the menu to the left of the forums. You would generate a map file by command line and running it against one of your EverQuest client zone files and it will spit out a .map file. Here is an example I just ran: Code:
E:\Software\HoT EQEmu>Azone2.exe elddar |
Oh man I had forgot about the LOS but I swear to god I already made the .map files for all these zones I am using. Oh well better just remake, but Trevius and Akkadius thanks for chiming in and clearing that up.
Server "10" -- wolf "-1" |
All times are GMT -4. The time now is 01:47 AM. |
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.