hey there Aramid, or anyone that might want to venture an answer.
I updated the command.cpp and then recompiled with the new spell caster IDs from your sql update, but my bots won't cast spells now, I'm not sure what Else I have to do to get your new spellset working. cleric = 601 wizard = 602 nec = 603 mag = 604 enc = 605 shaman = 606 |
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OK I managed to fix it by "adding" those sql entries instead of running that sql query, (which kills your spell casting data for all npcs!)
so now regular npcs use spells just fine, but my bots still won't cast. I've updated the spell id numbers in both command.cpp and mobai.cpp and recompiled. I have the spell IDs in the 1001 to 1007 range in my sql table and the source. my "bobb" cleric bot works if I force him back to #ai spellslist 1 but his default 1001 dooesn't work is there something else in the source, or db that I have to do? |
i really like the bots idea but i can't see if there's a page here for a newbie to implement this, say using minilogin? I have minimal experience in all of this and am struggling, despite my excitement with the idea. I love playing different classes and would really enjoy being able to give equipment to my bots. I know it's not as good as having real people, but for someone who's always soloing, it is the next best thing.
I use win vista 64. Ideally i'd like to be able to integrate the changes into my existing campaign, and keep my characters and custom items, but i'd wipe nd start again if it was the only way to try with bots following me about. I imagine the AI must allow for some of it already; after all, npcs heal their mates when badly wounded, and buff everyone as soon as they spawn? I imagine going raiding with bots could be amusing, unless it's a zerg fest, and having bots fall in lava or whatever could be horribly frustrating, but speaking as someone who never got to fight in proper raids, this would be the next best thing. |
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If you have overcome the regular issues with vista and multi-core cpu's and can get it all running, then adding bots is not difficult. You don't have to lose your existing characters or anything, just merge the bot source in with your exiting source. Hopefully you are using my latest 1108 version. |
yeah thats what i meant sorry. mob.cpp and mobai.cpp
the only thing I can see that might be a problem is that in the DB entries, the "priority" is set to "1" in every entry. does that matter? |
err ignore last post. i did edit the right files, i just was regurgitating from memory instead of checking, yes command.cpp and mob.cpp are the ones I edited.
I think those are fine, and it shouldn't really matter if I am testing with #ai spellslist xxx anyways right? Something is borked in the DB entries. |
upon further investigation
I see that Aramid's entries do have different priority levels set... and that is reflected in my database... I have no clue what is going on.. the only experiment I can think of is to hijack the original spelltypes for npcs and see if that "works" |
hijacking the npc spellslists with aramids entries works !
why !? haha |
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If there's anyway i can recover from this, please advise. I'm jumping from one forum to another as they all seem almost but not quite the same thing, and a centralised "how-to" would be lovely. If this mess is unrecoverable can someone advise me how at least to backup the database before i try these things, as i can't see anything obvious like peq.sql in my sql or eqemu folders? Thanks!! Code:
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I'd backed up the files below before starting and restoring the originals made the game playable but #bot doesn't work. My schemata shows the bot tables i'd expect. I must be close surely? I'd put the files below in my eqemu directory, was there something else i needed to do?
EMuShareMem.dll WorldDebug.exe ZoneDebugPerl.exe |
You maybe forgot to declare EQBOTS in the preprocessor args before compiling?
There is no longer a need to do any database updates if you use the PEQ database since it supports the bots. (Cavedude also has a completely automated bots setup here that you can try out. You can safely ignore the python message. I renamed my exe's to World.exe and Zone.exe |
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I know not this thing you call "Komm Pyl". I just downloaded and ran the thing Quote:
I'm pretty sure i noticed the bots entries in the DB from day one but never knew what they were for. That python message is a nuisance because it's wrong; depending on the OS, you have to specify the full path (XP) or not (vista) and it's python(version number).dll, not python.dll, and it's not in the python directory or subdirectories. There many frantic posts from people trying WinCVS. I don't really knwo the difference between python and perl, but i presume perl is an older scripting language for much the same purpose? I use Notepad++ but i still find missing } symbols cause me nightmares in the basic quests I've attempted. I miss my VB4 days. I sort of knew what i was doing way back then. |
Ok, a new complication has arisen. when i zone in, my system locks up trying to move me to a safe point. I've tried using #zone (current zone) and #zone cabeast (i'm an iksar) but it still get caught in a loop. I used #flymode 1 to get out but it was very disturbing! It's like the mab coords have been reset. i tried to find an error in my logs to show what i mean; maybe i should screenshot it. Ah well, #bot seems to do something but the weirdness meant i haven't been able to get it going yet.
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