Thread: #path
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Old 08-09-2009, 02:46 AM
KLS
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Not all are valid zones but you get the idea... I've been making and uploading pathing maps to the map svn every so often.

If you have latest code off svn it should give you a list of options when you do #path, not all the commands are documented.

Code:
Syntax: #path shownodes: Spawns a npc to represent every npc node.
#path info node_id: Gives information about node info (requires shownode target).
#path dump file_name: Dumps the current zone->pathing to a file of your naming.
#path add [requested_id]: Adds a node at your current location will try to take the requested id if possible.
#path connect connect_to_id [is_teleport] [door_id]: Connects the currently targeted node to connect_to_id's node and connects that node back (requires shownode target).
#path sconnect connect_to_id [is_teleport] [door_id]: Connects the currently targeted node to connect_to_id's node (requires shownode target).		
#path qconnect [set]: short cut connect, connects the targeted node to the node you set with #path qconnect set (requires shownode target).
#path disconnect [all]/disconnect_from_id: Disconnects the currently targeted node to disconnect from disconnect from id's node (requires shownode target), if passed all as the second argument it will disconnect this node from every other node.
#path move: Moves your targeted node to your current position
#path process file_name: processes the map file and tries to automatically generate a rudimentary path setup and then dumps the current zone->pathing to a file of your naming.
#path resort [nodes]: resorts the connections/nodes after you've manually altered them so they'll work.
There is also:

#path meshtest - loops through every node and tries to connect it to every other node in the map, and reports any broken paths. Very slow and will cause you to disconnect.
#path meshtest simple - does the same thing but only tries to connect node 0 to every other node, not as accurate as it could fail to find errors on paths that have one way connections but is usable in realtime.
#path hazard - tries to figure out if there's a hazard between you and your target, a hazard being a swift jump or drop in z distance between x and y.
#path allspawns - similar to mesh test but tries to find a path from your current position to every npc in the zone, not likely to disconnect you but still can be fairly slow.

I'll write up some more about actually creating path maps later when I'm not so tired.
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