Only one npc moving along grid?
Question on a quest I'm working on. Have a ghetto fix up right now by just only having one waypoint per grid, but here's the problem:
Code:
EVENT_ITEM For the grids, I just used the #grid add and #wp add commands in-game. Something like this: #grid add 250 0 1 #grid add 251 0 1 #grid add 252 0 1 #grid add 253 0 1 #grid add 254 0 1 #grid add 255 0 1 Then in the various places I wanted the waypoints to be, for each grid I did this(every waypoint is in a different location, there aren't any sitting on top of each other, so npc's getting stuck in each other isn't the problem): #wp add -gridnumber- 10 1 #wp add -gridnumber- 10 2 Etc etc. One npc will go along all of the waypoints just fine, but the rest just go to the first waypoint and sit there. Anybody see something that I did wrong? |
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Hmmm... that looks familiar.... :-)
BTW, we have added a quest building reference there too. |
So now I have a guide on moving npc's, and a guide on quests, but no guide on spawning npc's that move from quests. :-P
Read completely through both of those guides, heh. |
The problem you are having is a known problem, that I have tried in the past to get addressed without success.
It is a problem somewhere in the pause timers for waypoints. As for putting more than one npc on a grid........... Good luck , you will wind up with npcs piled on top of each other on single waypoints , when more than one npc occupies the same waypoint they stop and never move again until zone is restarted/repopped. The guides also fail to mention that the terrain makes a huge difference as to which grid type to use , since there is no "Z" axis check/correction in the pathing. Using a random grid in a hilly terrain will result in bouncing/floating npcs due to the varying Z coordinates. As of now , the only work-around for the pause bug , is to set all waypoint pauses to 0. It makes the npcs hard to target , since they never stop , but it's the only way I have found to get them to all move thru thier waypoints without the one grid at a time , single npc moving syndrome. Pathing and npc movement animations in 050 (CVS that we the public are allowed to use) are broken , I have not seen any posts saying anything about repairs to it yet. Anyways , good luck with your project/s. |
Tcsmyworld,
Find me on #eqemu as krich or on #wr as Wany. I am back in action and can start working on that bug again. regards, krich |
Hiya Krich :)
I'll have my second line back this friday or saturday, then will be on irc , in #npcmovDB channel, and will have forums up at website. Looking forward to squashing that bug :twisted: |
Quote:
http://www.eqemulator.net/forums/vie...?p=51638#51638 |
Checking it out now :)
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Try this
Code:
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