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  #1  
Old 01-20-2008, 01:33 AM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default

Derision;
I've been doing some work in Crystal Caverns.
Down at the bottom, where I used to camp stags and spiders, there were "velium crawlers" that lived in the water and were pretty active. In the area of the pond at the bottom of the waterfall- if you got too close to the pond side, and a crawler happend to roam close by, you'd have him wailing on you. This pond area seems to have dead spots that stick the roamer/crawlers, I also seem to not be able to place a waypont up close to the surface - all waypoints stick to the floor. I've made work arounds to all this, but would be nice if some of those roamers could swim closer to the surface. Also, they should be able to swim up and down the water fall, but that ends up in stuck npcs too. I'm wondering if anything can be done here.
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  #2  
Old 01-20-2008, 05:07 AM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
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Quote:
Originally Posted by Angelox View Post

.... all waypoints stick to the floor.

Also, they should be able to swim up and down the water fall, but that ends up in stuck npcs too. I'm wondering if anything can be done here.
Have you got all the watermap options set to true ?

Code:
INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`) VALUES 
(1, 'Watermap:FishingRodLength', '30.0000000'),
(1, 'Watermap:FishingLineLength', '40.0000000'),
(1, 'Watermap:CheckWaypointsInWaterWhenLoading', 'true'),
(1, 'Watermap:CheckForWaterAtWaypoints', 'true'),
(1, 'Watermap:CheckForWaterWhenMoving', 'true'),
(1, 'Watermap:CheckForWaterOnSendTo', 'true'),
(1, 'Watermap:CheckForWaterWhenFishing', 'true'),
(0, 'Watermap:CheckForWaterWhenFishing', 'true');
I made a quick grid with the options set as above and the waypoints stayed where I was when I made them, and also the test mob I put on this grid was able to go up and down the waterfall:

Code:
INSERT INTO `grid_entries` (`gridid`, `zoneid`, `number`, `x`, `y`, `z`, `heading`, `pause`) VALUES 
(1111, 121, 1, 706.235, -417.383, -551.655, 0, 0),
(1111, 121, 2, 708.101, -337.408, -548.815, 0, 0),
(1111, 121, 3, 685.31, -249.826, -549.293, 0, 0),
(1111, 121, 4, 703.242, -187.927, -542.466, 0, 0),
(1111, 121, 5, 700.763, -170.519, -521.247, 0, 0),
(1111, 121, 6, 702.629, -126.22, -510.711, 0, 0),
(1111, 121, 7, 702.021, -77.0293, -509.5, 0, 0),
(1111, 121, 8, 705.77, -132.328, -510.866, 0, 0),
(1111, 121, 9, 709.999, -170.494, -523.353, 0, 0),
(1111, 121, 10, 693.676, -210.146, -554.858, 0, 0),
(1111, 121, 11, 717.426, -289.927, -550.887, 0, 0),
(1111, 121, 12, 721.788, -340.649, -550.258, 0, 0),
(1111, 121, 13, 725.448, -383.212, -549.731, 0, 0);
This was with the 1080 code BTW, not that it should matter.

Last edited by Derision; 01-20-2008 at 01:09 PM..
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  #3  
Old 01-20-2008, 05:23 AM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
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Yea, my rules were screwy, thanks. Hope anyone who copied my rules, knows to fix them.
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  #4  
Old 09-06-2008, 10:14 AM
SquareSpongeBob
Fire Beetle
 
Join Date: Sep 2008
Location: in the water
Posts: 1
Default Where can i get these files?

The link seems dead , where can i get patch + wtr + source please?
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