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  #1  
Old 07-07-2008, 08:58 PM
Neiv
Hill Giant
 
Join Date: May 2008
Location: Colorado
Posts: 238
Default moveto, pathto, something else?

I am using the moveto cmd in a signal quest script to move certain mobs to a location where they can engage in war against opposing faction mobs. But the "moveto" cmd causes the mobs to walk to the new location only to immediately turn around and walk back to their starting point. Is that what it's supposed to do? Is there another cmd that moves them and stops them at the new loc? Thanks.
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  #2  
Old 07-07-2008, 09:16 PM
trevius's Avatar
trevius
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Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

From the wiki here:

http://www.eqemulator.net/wiki/wikka...=QuestTutorial

It looks like you should just be able to use quest::stop(); for what you need. Though, I have never used any of these commands yet.

Quote:
quest::start(gridid) - Assigns and starts a gridid to a NPC
quest::stop() - Stops a moving NPC
quest::pause(time) - Forces the NPC to take a break for a certain time
quest::resume() - Resumes a stopped pathing grid
quest::pathto(x,y,z) - Causes the npc to use path finding to walk to "x", "y", "z".
quest::moveto(x,y,z) - Let the NPC move to the set coordinates
quest::addloot(itemid,charges) - Adds x-charges of an item to the NPC's loot
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  #3  
Old 07-07-2008, 10:44 PM
Neiv
Hill Giant
 
Join Date: May 2008
Location: Colorado
Posts: 238
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I added the stop, and now the mob no longer advances to the coordinates:
Quote:
sub EVENT_SIGNAL
{
quest::shout("TODAY WE FEAST ON THE FLESH OF MAN!");
quest::moveto(2418.25,1087.76,14.24);
quest::pause(120);
quest::moveto(2971.26,1114.57,-1.09);
quest::stop();
}
On a related note, the moves that did advance (the ones without the "stop") came upon a wandering npc on their way, killed him, and turned around and walked back rather than advance the rest of the way. The encounter with an aggro mob seems to cause them to "forget" they have been told to go to the coordinates. Any way to counter this?

One more item. This may be more of an Open Zoen question, but I have noticed that the mobs tend to walk "underground" when they come upon a rumple or hill in the terrain. Any way to avoid this?
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  #4  
Old 07-07-2008, 11:49 PM
ChaosSlayer
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Join Date: May 2007
Posts: 1,032
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in regards to a pause command.
from what i read before this comand does not currrently work as intended: when used it will pause not just npc it used on but ALL npcs scripts in entire zone
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  #5  
Old 07-08-2008, 10:30 PM
Neiv
Hill Giant
 
Join Date: May 2008
Location: Colorado
Posts: 238
Default

Quote:
Originally Posted by ChaosSlayer View Post
in regards to a pause command.
from what i read before this comand does not currrently work as intended: when used it will pause not just npc it used on but ALL npcs scripts in entire zone
You are right. Pause is not working either.
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