quest::pause(0)
I was working on a quest which has an NPC pathing a grid. When he arrives at waypoints, the code in the quest checks which one...
If he arrives at a certain waypoint, I want to stop here there until signaled. In the waypoint arrival code, I placed a quest::pause(0). From the viewpoint of the questmgt code, this is supposed to cease all pathing until we do a resume. It does this by setting the NPC grid to -(grid). The MobAI code always checks the grid pathing timer to see if he's arrived at the next waypoint even if the grid is negative. Code:
if (AIwalking_timer->Check())^M Since I used pause(0) at his arrival point, the above check is true and movetimercompleted is set to true. Then, the mobai code does the following - which just frees up the npc. Code:
else if (gridno < 0) ^M It seems to me that the quest:: routines should be responsible for pause and resume in all cases. I am willing to work on this, but since I have nowhere near the experience with this code as some of you, I wanted to ask if you believe my data is correct. |
I think you just need to do this each time before using pause:
$npc->SaveGuardSpot(); That will prevent them from moving back to their original spawn point. |
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Ok..
I have a solution, but something is still amiss to me. When I simply used moveto(x,y,z,90,1) with no grids, the npcs routed to the location and stayed there (the 1 for save guard spot worked). But, I didn't like this, as the mobs ran trough walls, etc. So, I created a grid that all of them can use. When I put them on the grid from the beginning, I simpy let the grid take them to where I wanted. Then, if I used an WAYPOINT event to do your suggestion $npc->saveguardpoint followed by a pause, that worked. So.... I took it one further. Once they all recached the end point (which since I was now using 1 grid was the exact same spot.. I did the move(x,y,z,90,1) with the locs I orininally wanted. With no grid, back i my 1st example, that 1 at the end saved their guard spot and they did not move. Now, on a grid, it did not. Is that a bug? I ended up doing the following, so I'm all set, but the above seemed maybe like a bug so I wanted to mention it. - tookthem back off the grid in the db. - Used start(grid) on them in their spawn code. - used move(x,y,z,90,1) in their arrive code - then added a stop(); That worked. |
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