Quote:
Originally Posted by Zaela_S
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...)
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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
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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.