Fixing bouncing mobs
Reading back over an old post said that the reason mobs bounce in some zones, but not others is from there spawn point z-axis being off. But I changed that to the same z-axis I was standing on, rezoned back into the zone and that mob still bounces. It would seem to me that the mob would bounce because of another reason, like a problem in the terrain right ? Do the mobs use the *.map file to find where to walk ?
|
Yes. Don't forget that your player size is usually taller than the NPCs. You can test if the spawn Z axis is the problem by repoping the NPC while visually looking at its spawnpoint. If it spawns in the air and then drops, then that is your problem.
|
There are some values in the database under rules_values that I think affect this. What I have currently (with no bouncing or floating issues) is:
Code:
Map:FixPathingZWHenLoading - true |
Right, but zone into northro, not nro or maybe the new Freeport East, do you have bouncing mobs ?
|
Oh, I haven't checked any of the revamped zones.
And my EqEmuLoginServer.exe has apparently decided to take a crap on itself, so I can't check it out. Awesome. |
Are you using the precompiled version or compiling it yourself ?
|
You know, I have no idea :P
I use the SVN to download the quests/code/map/database and then I download the EQEmu-Rev1741-Bots.zip from the Google Code page and source it with MySQL. I don't know the difference (I seem to know just enough to get myself in trouble :) ). Would a compiled version be like AxClassic? |
|
Quote:
|
Quote:
If you are compiling your own source, compile azone2 (which is in the utils directory of the source tree), copy azone2.exe to your client directory, then type azone2 northro, for example. This will produce a northro.map which you can then copy into your server Maps directory. |
Man you are awesome, giving that a go.
|
All times are GMT -4. The time now is 11:33 AM. |
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.