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Search: Posts Made By: Dibalamin
Forum: Development::Database/World Building 08-14-2009, 10:24 AM
Replies: 2
Views: 8,050
Posted By Dibalamin
Try this link instead ...

Try this link instead

http://spreadsheets.google.com/ccc?key=0Ar-kQsGpDS29dEhCVWZVSExyLUh2S2x3NTB6OG1qUmc&hl=en

or

http://spreadsheets.google.com/pub?key=tHBUfUHLr-HvKlw50z8mjRg&output=html
Forum: Development::Database/World Building 08-14-2009, 10:09 AM
Replies: 2
Views: 8,050
Posted By Dibalamin
To make this slightly more readable ...

To make this slightly more readable

http://spreadsheets.google.com/ccc?key=0Ar-kQsGpDS29dEhCVWZVSExyLUh2S2x3NTB6OG1qUmc&hl=en
Forum: Support::General Support 08-14-2009, 09:48 AM
Replies: 3
Views: 9,508
Posted By Dibalamin
My god, all the emarr'ians are coming out of the...

My god, all the emarr'ians are coming out of the woodwork.

Sup bones?
Forum: Development::Development 08-13-2009, 08:56 AM
Replies: 16
Views: 17,567
Posted By Dibalamin
btw is "all" an option for #path resort? I've...

btw is "all" an option for #path resort? I've run it, and it says resorting, but I'm not sure if it is actually working.
Forum: Development::Development 08-13-2009, 08:36 AM
Replies: 16
Views: 17,567
Posted By Dibalamin
SolB turned into a disaster. Mobs would path...

SolB turned into a disaster. Mobs would path from the zone in, to fire giants before returning with Rokyl =o. No clue why, the path looks great.

Those are the things I want to avoid. I don't...
Forum: General::Server Discussion 08-12-2009, 10:29 PM
Replies: 174
Views: 180,316
Posted By Dibalamin
Cool Just an update. We are still cruising forward. ...

Just an update. We are still cruising forward. Release is not far off. Nilbog is picking out hardware for the server. We're also creating and testing pathing maps for the Emu community based on...
Forum: Development::Development 08-12-2009, 10:11 PM
Replies: 16
Views: 17,567
Posted By Dibalamin
Cool We've coded a bunch more over at p1999 and have...

We've coded a bunch more over at p1999 and have them up for testing. If they pass the muster, I'll hand them on over.

This is freaking awesome!
Forum: Development::Development 08-10-2009, 09:39 PM
Replies: 16
Views: 17,567
Posted By Dibalamin
Here is what I did for crushbone ...

Here is what I did for crushbone

http://www.stormrunner.net/Pathing/crushbone.path

and here is highpass

http://www.stormrunner.net/Pathing/highpass.path


Critique and advise how I can do...
Forum: Development::Development 08-10-2009, 06:29 PM
Replies: 16
Views: 17,567
Posted By Dibalamin
Is it better to have as many nodes as logically...

Is it better to have as many nodes as logically possible or can you limit it down with no reduction in AI?

I ran into an issue in Crushbone. Mobs are perfectly content to leap off bridges and run...
Forum: Development::Development 08-09-2009, 10:09 PM
Replies: 16
Views: 17,567
Posted By Dibalamin
Got it now. I thought based on the description...

Got it now. I thought based on the description of process it would attempt to create common nodes based on the map. I didn't realize I had to hammer in a bunch, process it to connect them, then dump...
Forum: Development::Development 08-09-2009, 07:37 PM
Replies: 16
Views: 17,567
Posted By Dibalamin
Wow, didn't even know that existed, ok, checked...

Wow, didn't even know that existed, ok, checked out the new stuff, thanks again KLS. Also, fully updated to today on source.

Using the "#path process" command to gen the rudimentary map; I'm not...
Forum: Development::Development 08-09-2009, 11:07 AM
Replies: 16
Views: 17,567
Posted By Dibalamin
Sweet, thanks KLS! Sidenote: I'm at rev 897...

Sweet, thanks KLS!

Sidenote: I'm at rev 897 or 896 (utd sans the mass weekend updates) and only shownodes is showing in #path. Also, there are several files marked complete that aren't showing...
Forum: Development::Development 08-09-2009, 02:28 AM
Replies: 16
Views: 17,567
Posted By Dibalamin
#path

Started to tinker with this but the only path command displayed under #path is #path shownodes.

Is there a list somewhere? I checked the wiki and didn't come across anything.

In the...
Forum: General::General Discussion 08-09-2009, 01:29 AM
Replies: 8
Views: 7,926
Posted By Dibalamin
Automatic functions like dodge parry and riposte...

Automatic functions like dodge parry and riposte would trigger while stunned, but nothing that required player interaction except sitting to clear that gawd awful spin.

If you will remember,...
Forum: General::General Discussion 08-07-2009, 08:36 PM
Replies: 30
Views: 40,209
Posted By Dibalamin
Anyone ever thought about developing a 3rd party...

Anyone ever thought about developing a 3rd party program & requiring the source to have that prog? No client interaction. This would be between the emu server and this program to stamp out mq so it...
Forum: Quests::Q&A 08-04-2009, 02:20 PM
Replies: 12
Views: 12,169
Posted By Dibalamin
Hmm, worked for me... I used mine with a signal...

Hmm, worked for me... I used mine with a signal however.
Forum: Quests::Q&A 08-03-2009, 08:57 PM
Replies: 0
Views: 4,637
Posted By Dibalamin
Derakor the Vindicator

On live when Derakor was aggro'd the 2 near guardians of Zek would join his hate list, and once he was non-aggro, they would follow him. The two guardians I made are 649, for you they will be...
Forum: Quests::Q&A 08-03-2009, 07:48 PM
Replies: 12
Views: 12,169
Posted By Dibalamin
Damnit >< I was so close to gettin this to work...

Damnit >< I was so close to gettin this to work that way and just missed it by a smidge.

Thanks Trev!
Forum: Quests::Q&A 08-03-2009, 07:24 AM
Replies: 12
Views: 12,169
Posted By Dibalamin
sub EVENT_SAY { if($text=~/Hail/i){ ...

sub EVENT_SAY {
if($text=~/Hail/i){
quest::emote("holds a cracked monocle up to his squinty eye. 'I say!! A talking bear!! Squire Fuzzmin, come and take a gander at this rare find. The...
Forum: Quests::Q&A 08-02-2009, 11:35 AM
Replies: 4
Views: 5,891
Posted By Dibalamin
Nope, the default.pl in a zone file is supposed...

Nope, the default.pl in a zone file is supposed to define the default behaviour/response for NPCs within a zone according to http://www.eqemulator.net/wiki/wikka.php?wakka=QuestTutorial
Forum: Quests::Q&A 08-02-2009, 09:51 AM
Replies: 4
Views: 5,891
Posted By Dibalamin
I was trying to get one rolling in Mistmoore...

I was trying to get one rolling in Mistmoore myself here recently and could not. I figured I had something out of place that was keeping it from working, but not maybe it wasn't me....
Forum: Quests::Q&A 08-01-2009, 01:40 PM
Replies: 13
Views: 11,586
Posted By Dibalamin
Or you can make it be random by using another set...

Or you can make it be random by using another set of globals.
Forum: Quests::Q&A 07-31-2009, 09:49 PM
Replies: 5
Views: 7,798
Posted By Dibalamin
Woops! I had the stop timer out of place, it was...

Woops! I had the stop timer out of place, it was only stopping it on certain randoms.


#-1028.3,5120,115.2,112
#-877.4,4058.1,-41.3,.5
#32.6,4695.1,2.1,190.5
#.4,4113.4,-25.8,201.3...
Forum: Quests::Q&A 07-31-2009, 09:21 PM
Replies: 5
Views: 7,798
Posted By Dibalamin
Nailed it, thanks guys, I shall share! You can...

Nailed it, thanks guys, I shall share! You can use this for your Pzyjn, you'll need some special mobs so you'll have to modify the NPC ID's for your usage as well as the grids. You'll also need a...
Forum: Quests::Q&A 07-31-2009, 08:36 PM
Replies: 5
Views: 7,798
Posted By Dibalamin
Sweet, thanks for the tips on the qglobal check,...

Sweet, thanks for the tips on the qglobal check, I actually copy and pasted that from the wiki =o.

I'd tested absolutely every combination of timer names from flat numbers, to copying what I used...
Showing results 26 to 50 of 182

 
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