Go Back   EQEmulator Home > EQEmulator Forums > Quests > Quests::Q&A

Quests::Q&A This is the quest support section

Closed Thread
 
Thread Tools Display Modes
  #1  
Old 03-25-2008, 12:45 AM
Theeper
Discordant
 
Join Date: May 2004
Posts: 290
Default

You do have to set a mob's qglobals flag in the DB.

Getting the values from the hash is the more recent method, but both still work AFAIK.

There are a couple different methods in the $entity_list class you can use to look for other NPCs. $entity_list->GetMob("Mob_Name") comes to mind.
  #2  
Old 03-25-2008, 07:28 AM
Kagehi
Sarnak
 
Join Date: Feb 2008
Location: Arizona, USA
Posts: 33
Default

Ok. Wasn't sure about that. The documentation is mildly confusing about it, as is most docs that are thrown together on a "as needed" basis.

Oh, as for looking for other NPCs. That isn't exactly the problem. What I was asking is if there was any way *currently* to take the location of an NPC and hand it off to the find/track function, so that guards can point the player to where the NPC is. This is quite common in EQ2 obviously, where imho, the pathing system for the tracker is way less sane (how the frell do you follow it through the floor, or through walls, or... well, EQ1 didn't have that problem. lol) However, the first place that **ever** had that feature where those introduced with Luclin. As near as I can tell, there is no command, at least listed on the site, for doing something like:

$trackme = $entity_list->GetMob("Mob_Name")
quest::find($location($trackme))

If there is, the only place it likely exists is in the code for scouts, for the spell to track stuff, presuming they even "get" that ability in EQ1. And, obviously, while you could use code to cast that spell, the result would be temporary, like the spell. What is needed is a way to call on the normal "/find" command, but with a location that is not in the list that the command gives.

For example. Mignah Cahru, who you go to in order to get an acrylia slate is **not** listed in the npcs for "find", nor are many others. However, if you asked the guards closest to the part of the city she was in, they wouldn't tell you, "she is in the bar at...", they would create one of the wispy wiggly phantom lines you follow to those npcs that "are" in the list, as though they where actually "on" it.

Mind you, it was a bit annoying to ask a guard in one part of the city and get, "I have no idea.", then walk across the plaza and get, "follow the wisp."... What? The guards "never" visit any other part of the city??? lol
  #3  
Old 03-25-2008, 10:33 AM
Kagehi
Sarnak
 
Join Date: Feb 2008
Location: Arizona, USA
Posts: 33
Default

OK. The info I was given here a bit vague. Now I know who is writing the docs on the site. jk Theeper.

For anyone running a search, since you know, its *helpful* of people can search the forum and get threads that contain clear answers (got to love one case where a quest thread for EQ2 ended with the comment, "Ok, never mind, I figured it out.", and no explanation for what they came up with.) lol

Here is the method to fix the qglobals:

select id from npc_types where name = "Npc_Name";

then

update npc_types set qglobal = 1 where id = <id>;

There, was that so hard to actually say?
  #4  
Old 03-26-2008, 12:43 AM
Theeper
Discordant
 
Join Date: May 2004
Posts: 290
Default

You didn't ask for the SQL to update the questglobal flag. Considering you thought it might have to be set, I assumed you knew how to do it.

As far as handing locations off to find ... it can't be done, why not just make the NPC findable in the first place ?

Again, I am assuming you know how to do that.

I have no idea what you're talking about with scouts and EQ2 though ..

You don't need to criticize me for not providing you with the exact answer. You need to take some time to understand the way the emu works before you post about certain things it not working properly.

I go by the "teach a man to fish" principle.
  #5  
Old 03-26-2008, 06:32 AM
Kagehi
Sarnak
 
Join Date: Feb 2008
Location: Arizona, USA
Posts: 33
Default

Quote:
As far as handing locations off to find ... it can't be done, why not just make the NPC findable in the first place ?
Because, some people are trying to reproduce the original game, and the original game a) didn't have those NPCs in the find list, and b) did provide, within Luclin, the ability to ask the guards how to find them.

I am not interested in how to cheat it. All I wanted to know is if the feature was *in* the server yet, since its one of the things that needs to be there to make an accurate reproduction of the game (not to mention being a nice thing to have if you planned to design your own stuff).

As for the rest of your comment, OK, sure, I didn't ask for exact information, but the point I was trying to make is that this is a forum other people with questions are going to do a search on to find things. If every answer that gets posted is just, "well you have to set blah...", but with no examples of how to do that, then its not really all that useful to bother searching. And, more to the point, you end up with no posts that clearly explain it, which people can be referred to, and 20 threads, all asking the same questions, because no one bothered to properly explain the other 19 times.

Its nice that you assume I could figure it out. I probably could have, if I wanted to spend that much time looking for an answer. There are any number of other people out there like me though, some of whom know even less, who couldn't, and vague answers don't do anything but overload the forum with messages that don't provide any sort of clear answer. That was the point of my posting the actual SQL. So that the next guy that wants to know can run a search, and find an *actual* example of how to do it, not an explanation that assumes they can or want to figure it out themselves. See what I am saying?
  #6  
Old 03-27-2008, 09:43 AM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default

Just a reminder; If you have a problem with somebody here, I'd rather you PM'd me or Matt or a Mod than start with the insults.
Theeper is not only a "taker" but he is a "giver" too, that's why he has ranks. He's already greatly helping you and I out, just by the fixes and help he's given to the project. If Theeper or anyone else that does active work to this project told me anything I didn't like, I would think about what I was going to say, eventually cool down and probably say nothing. I guarantee you I have their backs covered and will not let anyone insult them.
Theeper is trying to send you a message in a nice way: you need to be patient an learn more about what you are doing (like we all did).
End of discussion - this thread is closed.
Closed Thread

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 06:53 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3