Why is cancombat = 0 for zones (peqbeta)?
I am curious to understand the reason why several of the zones have combat disabled; peq/zone/cancombat=0. For example Freeport West, Freeport East, Freeport Sewers, North Ro, and South Ro. I suspect there is a good reason, but I would like to know.
Thank you. |
Sometimes there isn't really a recent for a preset value, I'm not sure myself as to why those zones are set that way. I wasn't aware they were set to no combat.
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Pretty sure those are set for the newer incarnations for those zones..but, I think there may have been some recent changes as to which is active.
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Yeah, the affected zones are the ones that were revamped with the PoR expansion.
My guess would be that we didn't have the new spawn locations, grids, pathing data, etc. for those zones for a while, so the zones were set to cancombat=0 to prevent dozens of bug reports to the effect of, "I can't attack deathfist orc pawns anymore, it says I don't have line of sight!" I haven't personally played around with the revamped zones enough to know how well they work nowadays with combat turned on. |
OK. Good to know so if things appear broken in those zones I won't panic.
Is there anyway I can contribute to obtain the zone information? I don't pretend to understand the challenges, but I, generally, can follow instructions. :D |
You could do data collection on the retail game and map out all of the objects, doors, NPCs, and pathing.
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From what people previously told me. Those zones are no combat because stats, faction, pathing, maps have never been set. I just stripped them all out.
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*Packet logger
*Pull entire zone *Kill entire zone Profitz. |
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Can you be more specific what tool exists to inspect the payload and dump the appropriate events to import into PEQ? I am assuming you are not suggesting I do the packet analysis manually. Right? Thank you. |
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