Linking path grids to spawns...
I was playing around with the step by step tutorials in this forum pertaining to Waypoint programming. Being able to set the path grids and apply them to NPC's within the game itself is quite a thrill. However, I am having a hard time understanding the concept how the database interacts with the emulator.
I have been able to create grids within the game and add waypoints to them. My changes are immediately visible in the EQEmu Admin tool. Next I can assign a spawn to a path grid and that change is visible under their perspective pathgrid location in the database for each spawn. Before where the value was zero, each edited spawn now has a valid reference to a path grid ID. So after running the #repop command, why isn't the spawn following the pathgrid? I've tried a few different styles of path grid setups, namely 3 1, for patrols and 2 2, per the directions given in the Quest and Waypoint doc. Is there extra step or another database link concept that I am missing to make this work? |
I know npc_type are cached, but didn't think spawn2 information was. Use #gassign to visualy verify a path, without haveing to reboot the servers
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gassign
Maybe I am using the #gassign command incorrectly then.
I thought the #gassign command was used to attach a grid path to an item. When I run that command while selecting a spawn2 item, the grid path ID now appears at the end of that spawn2's database line. The object doesn't move and #wpinfo doesn't return any of the waypoint values in the database even after restarting everything. Is there another posting that I have overlooked that explains the concept your referring to? Maybe you have some buzzwords for the search engine I could use. |
Try pathing.
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