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Old 03-09-2008, 03:58 PM
Kagehi
Sarnak
 
Join Date: Feb 2008
Location: Arizona, USA
Posts: 33
Default Proximity and npc vs. npc

Tried to do a search on this. Also posted a similar question on the forums for PEQ, since I am trying to work out what is broken in Luclin, other than the obvious, like pathing, and... everything else. lol

Now, I didn't play a "lot" on EQ and most of my time was spent on the moon of Luclin, so I have no idea if other areas had npc vs. npc behavior at all. I seem to remember them mostly just all ignoring each other. Luclin was different, since mobs would wander from the pit, wander at the tents in Shadeweaver, etc. Some ignored each other, some got outright hostile, and some, like the guards in Luclin, would tag the mob that chased you out of the pit and kill it dead for you. None of this is working.

So, the questions are:

1) Is there a "proximity" type check for NPCs detecting other NPCs, with a different/no faction. Doesn't look like it, from what I have been able to see in my looking around for it.

2) If not, how the heck do you make them react to something coming too near, so that the low end mob gets wacked by the guard.

These is one feature of Luclin, including the, "where is blah", trick that let you ask NPCs where ones they know the location of, and find-path you to them, which where, unless I am wrong, *huge* changes in the way that zones worked from prior expansions. Without them working, fixing the rest of the broken stuff there isn't worth much imho. It would be nice to know, at least, if this is possible at this point, or if I should ignore it, in favor of nosing through other stuff, like the quest lines.
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