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  #1  
Old 09-07-2010, 02:56 PM
Brewhaus
Sarnak
 
Join Date: Aug 2010
Posts: 38
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Awesome, thanks for the info! Turns out I way over did the nodes!

Is there a way to delete nodes? I haven't found a way with the ingame commands. I meant to try using depop and seeing if that did it but my guess is it will just remove the representation of the node and not the node itself.

Perhaps I will just need to start over but it's going to suck to throw away like 10 hours of work. :P
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  #2  
Old 09-07-2010, 03:17 PM
Derision
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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Looking at the source code, there is a '#path remove' command (which is not listed by #path help) which appears to remove the targetted node.

EDIT: Looking back at some previous posts, it appears you may have to use '#path resort' after deleting a node. I'm not quite sure, as KLS added those in-game commands
and I've not created any .path files since the in-game path creation commands were implemented.

Last edited by Derision; 09-07-2010 at 03:26 PM..
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  #3  
Old 09-07-2010, 03:23 PM
Brewhaus
Sarnak
 
Join Date: Aug 2010
Posts: 38
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Quote:
Originally Posted by Derision View Post
Looking at the source code, there is a '#path remove' command (which is not listed by #path help) which appears to remove the targetted node.
Excellent, thank you!
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  #4  
Old 09-07-2010, 03:22 PM
Brewhaus
Sarnak
 
Join Date: Aug 2010
Posts: 38
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Also, I was noding rooms with columns to try and make it so mobs could path every possible way through the room, is that not necessary? For example a room that looks like the following:

X = column
O = node


Code:
__________________________________________
|    O      O       O       O       O    |
|                                        |
|   XX     XX      XX      XX      XX    |
|O  XX  O  XX   O  XX   O  XX   O  XX   O|
|                                        |
|   O       O       O       O       O    |
|                                        |
|   XX     XX      XX      XX      XX    |
|O  XX  O  XX   O  XX   O  XX   O  XX   O|
|                                        |
|    O      O       O       O       O    |
|                                        |
|   XX     XX      XX      XX      XX    |
|O  XX  O  XX   O  XX   O  XX   O  XX   O|
|                                        |
|    O      O       O       O       O    |
------------------------------------------
This would allow the mob to take the shortest route to you no matter where you are at. You could remove a large number of nodes and still have LOS to a node no matter where in the room you are but unless I'm missing something it could create weird pathing in some cases with fewer nodes.
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  #5  
Old 09-07-2010, 03:38 PM
Derision
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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Quote:
Originally Posted by Brewhaus View Post
Also, I was noding rooms with columns to try and make it so mobs could path every possible way through the room, is that not necessary? For example a room that looks like the following:

X = column
O = node


Code:
__________________________________________
|    O      O       O       O       O    |
|                                        |
|   XX     XX      XX      XX      XX    |
|O  XX  O  XX   O  XX   O  XX   O  XX   O|
|                                        |
|   O       O       O       O       O    |
|                                        |
|   XX     XX      XX      XX      XX    |
|O  XX  O  XX   O  XX   O  XX   O  XX   O|
|                                        |
|    O      O       O       O       O    |
|                                        |
|   XX     XX      XX      XX      XX    |
|O  XX  O  XX   O  XX   O  XX   O  XX   O|
|                                        |
|    O      O       O       O       O    |
------------------------------------------
This would allow the mob to take the shortest route to you no matter where you are at. You could remove a large number of nodes and still have LOS to a node no matter where in the room you are but unless I'm missing something it could create weird pathing in some cases with fewer nodes.
For a room like that, my first reaction would be to lay out the nodes like this to provide full coverage with the fewest nodes:
Code:
__________________________________________
| O     O       O       O       O      O |
|                                        |
|   XX     XX      XX      XX      XX    |
|   XX     XX      XX      XX      XX    |
|                                        |
| O     O       O       O       O      O |
|                                        |
|   XX     XX      XX      XX      XX    |
|   XX     XX      XX      XX      XX    |
|                                        |
| O     O       O       O       O      O |
|                                        |
|   XX     XX      XX      XX      XX    |
|   XX     XX      XX      XX      XX    |
|                                        |
| O     O       O       O       O      O |
------------------------------------------
but you are right that this might look 'unnatural' with the mobs running straight lines and making 90 degree turns rather than taking diagonal paths
which would be shorter and look more intelligent, so yes, your placement is probably the best in that scenario
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