#path
Started to tinker with this but the only path command displayed under #path is #path shownodes.
Is there a list somewhere? I checked the wiki and didn't come across anything. In the changelog I found: #path process [filename] #path move #path disconnect all (I'm assuming the "all" is a variable) #path resort nodes #path meshtest simple Not complaining, just curious so I can maybe start helping create these suckers. Just curious what other in-game commands you use/need and the general process. List of indoor zones/dungeons: blackburrow(complete) Mistmoore(complete) unrest(complete) ssra(complete) Befallen Najena Soldunga soldungb solrotemple guktop gukbottom crushbone kedge (ouch) any city permafrost neriaka/b/c hateplane hhk/hph Karnors OS Kaesora Droga Nurga Dalnir HS VP Crystalcaverns Velketor Kael/thurg/skyshrine Sirens grotto (ouch) TOV ST POM If I list anymore I might get depressed.... |
Code:
qeynos If you have latest code off svn it should give you a list of options when you do #path, not all the commands are documented. Code:
Syntax: #path shownodes: Spawns a npc to represent every npc node. #path meshtest - loops through every node and tries to connect it to every other node in the map, and reports any broken paths. Very slow and will cause you to disconnect. #path meshtest simple - does the same thing but only tries to connect node 0 to every other node, not as accurate as it could fail to find errors on paths that have one way connections but is usable in realtime. #path hazard - tries to figure out if there's a hazard between you and your target, a hazard being a swift jump or drop in z distance between x and y. #path allspawns - similar to mesh test but tries to find a path from your current position to every npc in the zone, not likely to disconnect you but still can be fairly slow. I'll write up some more about actually creating path maps later when I'm not so tired. |
Sweet, thanks KLS!
Sidenote: I'm at rev 897 or 896 (utd sans the mass weekend updates) and only shownodes is showing in #path. Also, there are several files marked complete that aren't showing in the .path zip, are they being developed/housed elsewhere? |
The map svn.
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Wow, didn't even know that existed, ok, checked out the new stuff, thanks again KLS. Also, fully updated to today on source.
Using the "#path process" command to gen the rudimentary map; I'm not getting any outputs to the map folder when I try to do like, runnyeye. I'm not sure if I should be getting that based on the AI available. #path process runnyeye.path (or do I need the .path?). For like future development: Would it possible to create another layer of path for like water maps? So we can keep fish in the water maybe? |
Nothing says nodes have to all be connected.
Path process takes nodes you already have and tries to connect them automatically. When I created befallen yesterday for example I just ran around doing #path add until I got nodes in every spot possible then with process it will try to connect them. It's not perfect, sometimes it will connect nodes together it shouldn't, and sometimes it fails to connect nodes together that should be (especially in water it fails a lot). And maps for dump and process output are relative to your zone server, when creating a zone I usually have a hotbutton: #path dump Maps/zonename.path |
Got it now. I thought based on the description of process it would attempt to create common nodes based on the map. I didn't realize I had to hammer in a bunch, process it to connect them, then dump it.
Thanks KLS! |
Is it better to have as many nodes as logically possible or can you limit it down with no reduction in AI?
I ran into an issue in Crushbone. Mobs are perfectly content to leap off bridges and run straight at PC's instead of proceeding to what I considered well placed nodes.... |
I found lowering Pathing:MinNodesLeftForLOSCheck and upping Pathing:MinNodesTraversedForLOSCheck helps a lot with that kind of stuff, I'm thinking about tweaking the default rules so it works better over all. Generally if you can get away with fewer nodes it's better, but not even I follow that to a T.
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Here is what I did for crushbone
http://www.stormrunner.net/Pathing/crushbone.path and here is highpass http://www.stormrunner.net/Pathing/highpass.path Critique and advise how I can do it better if you would, cause I'm not sure I'm on par yet. I tried to recreate the pathing bug in crushbone too =o. |
Thanks, Dibalamin I added both maps to the maps SVN.
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We've coded a bunch more over at p1999 and have them up for testing. If they pass the muster, I'll hand them on over.
This is freaking awesome! |
If they add paths where there were none before, please send 'em anyway. :)
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SolB turned into a disaster. Mobs would path from the zone in, to fire giants before returning with Rokyl =o. No clue why, the path looks great.
Those are the things I want to avoid. I don't like producing poo. SolA looks pretty good and so does our lower guk as well as permafrost. I'll get those posted here shortly. |
btw is "all" an option for #path resort? I've run it, and it says resorting, but I'm not sure if it is actually working.
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