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Old 09-07-2015, 01:54 PM
AdrianD
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Thanks a bunch everyone.

Could poor pathing be the cause of npcs having spell casting interrupts out of combat?
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  #2  
Old 09-07-2015, 01:59 PM
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provocating
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Quote:
Originally Posted by AdrianD View Post
Thanks a bunch everyone.

Could poor pathing be the cause of npcs having spell casting interrupts out of combat?
No, I cannot see that happening. Maps possibly, but not path files.
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  #3  
Old 09-11-2015, 10:26 PM
AdrianD
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Don't know how I missed your post provocating but, with that in mind...

I've read up a bit on #path. It's not committed to memory yet. Before I engage in a project such as this I want to prepare accordingly. I intend to dedicate a fair amount of time to this. It seems it will consume a fair amount of time.

I'd like to be as efficient about fixing all this zone crap as possible. I will not be adding anything custom to zones at this time. I simply want everything to work fine.

I will do the majority of research on my own but, it's important a few things are clarified before I jump in.

Regarding pathing:

Question set 1 - (similar questions framed differently)
Will one node recognize the presence of other nodes nearby? For example, if I add a node out of numerical sequence, does it matter? What happens to previous node connections if I <#path connect [connectid]>?

Question set 2 - (similar questions framed differently)
How does LOS, azone2 and the map files relate to pathing? What can I do with maps in conjunction with working on pathing?

I will be looking in to this stuff myself but, hopefully, someone will have a reasonably succinct answer which could assist.

Thanks
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  #4  
Old 09-11-2015, 11:28 PM
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provocating
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Quote:
Originally Posted by AdrianD View Post

Regarding pathing:

Question set 1 - (similar questions framed differently)
Will one node recognize the presence of other nodes nearby? For example, if I add a node out of numerical sequence, does it matter? What happens to previous node connections if I <#path connect [connectid]>?
Yes it will, as long as you process the zone afterwards. If you do the info on the last path node you add, you will see it is connected to other ones within visual range.

But there is a caveat to this. If you manually connect a path node, and do not let it do it automatically and then run the process command you will lose the manual one. So do any manual ones last.

Also save often, trust me. And it does not hurt to save with different file names as you go, in case you screw up. Like this.

#path process kaladimb-a
#path process kaladimb-b
#path process kaladimb-c

And so on

Quote:
Question set 2 - (similar questions framed differently)
How does LOS, azone2 and the map files relate to pathing? What can I do with maps in conjunction with working on pathing?
Not a damn thing that I know of.

Also, as a tip, skip outdoor zones. There is no point in doing them, in fact it will make matters worse.
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  #5  
Old 09-12-2015, 12:39 AM
AdrianD
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Thanks a lot bro. I appreciate the clarifications especially about saving multiple files.

I got started on the pathing stuff. I can imagine an entire complex dungeon is rather laborous. I #path process probably more often than I need to but, I don't really have a system to groove with yet. I have the EQ UI macros set up, though. It's kinda cool to see it actually work.

As far as connecting manually: What would be the purpose of connecting manually when you can simply <#path process Maps/short_name.path>. I'm not seeing it.

Thanks again
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  #6  
Old 09-12-2015, 01:32 AM
AdrianD
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Is there a way to remove a node. I didn't see this in the list of commands.
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