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Old 02-05-2013, 04:52 AM
Kenej
Fire Beetle
 
Join Date: Jan 2013
Posts: 24
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Quote:
Originally Posted by Zaela_S View Post
I'm no expert, but there doesn't seem to be any faculty for conveniently overriding the combat movement AI in the standard EQEmu code. On my server I added an NPC setting to disable combat AI movement and instead move to a script-defined loc regardless of aggro -- but I don't know how to add stuff for Perl so I wouldn't be able to offer it up myself.

Maybe there is already some trick to doing what you're going for here, but I think an explicit inclusion of alternative combat movement would probably be better anyway. (Or I guess maybe nothing on live works like that, so it wouldn't be made part of the standard code regardless? I'm new at this...)
Heh yeah, I'm pretty new at this as well.. I might be able to do it if I keep repopping the mob with new mobid's.. I just wanted something less clunky.. Might just scrap this whole thing if nobody knows for sure if there's a less clunky way to do it.

Quote:
Originally Posted by wolfwalkereci View Post
Have you seen http://new.eqemulator.net/forums/sho...d.php?p=184474
Looks like pause is used for waypoint pathing.
I see 2 scripts that have in the on spawn event but that is it.
Looks like you either need to use timers or figure out the work around to this.
Thanks for this.. didn't know pause was used for waypoint settings.

Code:
quest::pause(time) - Forces the NPC to take a break for a certain time
^ is a little vague, but like you said I can just use a timer for it anyway. The main issue I was having was with him not moving because he's in combat.

Edit: I looked at that script and tried to use $npc->MoveTo hoping it would magically override him being in combat instead of quest::moveto and that didn't work either.
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