Request - need a zone server with aggroing code disabled
I really hope this isn't too much trouble, but would it be possible for someone to
compile a modified version of the zone or world server .exe (whichever one has the AI code in it; I think it's the zone server) with the AI "aggroing" disabled? (i.e monsters only attack when you attack them, like in earlier versions). The aggroing is a really great addition but the lag caused by the AI searching makes the game virtually unusable for me when it is working; currently I have to keep camping and logging in again until the AI stops working for some reason, at which point the lag disappears and I can consider, summon, cast spells etc. properly. To do this I think you'd just need to add a "return false" at the start of the AddHatetoCloseMobs() routine in npcai.cpp. This would make it exit without performing the search routine. I do know C/C++ programming but only have an old version of the MS Visual C++ compiler (version 4.0) and can't get the EQEmu source to compile. |
ahh maby a mySQL variable would be great for this (true/false)
moving this thread to feature request forum... |
btw drawde, why not join the chatroom in your spare time?
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It would be a really good idea to have AI switchable on/off via a DB variable or in-game command, but the reason I asked if someone could compile it for me is that I didn't want to wait for the next EQEmu version (which might be a while due to the new EQLive patch) to be able to reliably run EQEmu - I want to test out my DB changes a bit more before I release the next world data version .
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Quote:
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Dunno if anyone has done it yet, but this is some simple code that sets up a "IsHateful" property. If you're hateful, then you'll agro. If not, you won't (and it'll return false out of AddHateToNpcs,etc.)
Code:
npc.cpp:80 Code:
npc.h Code:
NpcAI.cpp:19 -ST |
Actually NPC Attack and PC Attack is the most memory intensive because everyones so damn obsessed with floats
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the bigger problem (in AI) was that factioncheck needed a SQL Query though - its fixed in 0.2.6
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