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  #16  
Old 11-23-2004, 09:00 AM
jimm0thy
Sarnak
 
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Thanks for the clarification , will try that in a bit when I have some time.
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  #17  
Old 02-01-2005, 09:24 AM
phasepuma
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Join Date: Jun 2004
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I've only seen this work on Peq's server when I witnessed Guard_Haendar00 smack up a skeleton. So it does work.

I tried this over the weekend, and have had no success yet. But I am determined to get it going eventually.

I'll keep you all posted.
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  #18  
Old 02-04-2005, 09:21 PM
Draktanton
Fire Beetle
 
Join Date: Jan 2005
Posts: 6
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Also tried this and both did not work. if anyone knows how to do this please feal free to post away. running a 6.0DR2 db
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  #19  
Old 02-05-2005, 03:25 AM
Cisyouc
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Make sure you have maps in your maps folder for that zone.
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C++ is wonderful.
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  #20  
Old 02-05-2005, 09:34 AM
RangerDown
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npc_aggro must be set to 1 for any npc that will aggro another npc. Their factions must also be set to hate each other. There's a full tutorial somewhere around here on factions.

You must have the .map files installed. Without it, no npc has line of sight to anything else and there will be no proximity aggro.

While the PEQ database strives to be accurate, the factions may not be 100% accurate regarding guards and the newbie field creatures. If you find a case of guards still not attacking creatures, you'll have to get your hands dirty and make some faction entries on your own.
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  #21  
Old 02-05-2005, 11:57 AM
phasepuma
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I have all the maps and Npc_Aggro set to 1. I'm going to have to get my hands dirty it appears.
The great thing, new things to learn =)
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  #22  
Old 02-19-2005, 05:53 AM
phasepuma
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Join Date: Jun 2004
Posts: 69
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little update, still no luck. Guess I'm going to have to wait until a fully 'detailed' guide comes out /w screenshots.
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  #23  
Old 02-28-2005, 06:07 PM
Skylark13
Fire Beetle
 
Join Date: Feb 2005
Posts: 9
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Quote:
Originally Posted by RangerDown
You must have the .map files installed. Without it, no npc has line of sight to anything else and there will be no proximity aggro.
And the .map files have to be in a subdirectory "maps" in the EQEmu directory, right?

Is there some way to download a zip with all the .map files? On the Sourceforge project page, I'd have to download them all separately (I'll do that if necessary, but if there's a quicker way it'd be nice). I also checked the EQEmulator Sorceforge CVS repository, and they're not in it...

Quote:
Originally Posted by RangerDown
While the PEQ database strives to be accurate, the factions may not be 100% accurate regarding guards and the newbie field creatures. If you find a case of guards still not attacking creatures, you'll have to get your hands dirty and make some faction entries on your own.
One thing I noticed is that there are some entries related to KOS, KOS_animals and Newbie_mobs_KOS_to_guards, but in particular the guards in Greater Faydark have no entries in the npc_faction_entries table. So no mobs will be KOS to them, if I understand this correctly. I'll report this to PEQ...

I tried fixing it, by adding the following :

Code:
npc_faction_id   faction_id   value   npc_value
1998             366          0       -1
1998             367          0       -1
1998             394          0       -1
2125             366          0       -1
2125             367          0       -1
2125             394          0       -1
Knowing the following :
KOS -> faction id 366
KOS_animals -> faction id 367
Newbie_mobs_KOS_to_guards -> faction id 394
Guard Fireblight in gfay -> npc_faction id 1998
Guard Rainstrider in gfay -> npc_faction id 2125
And for example, in Greater Faydark, a_sylvan_bat is in faction 394 and a_decaying_skeleton is in faction 366.

And I put the gfaydark.map file in a "maps" subdirectory in my EQEmu directory and restarted the whole EQEmu server.

But those two guards still did not help me when I trained a sylvan bat or a decaying skeleton to them.

Anyone see what I'm doing wrong?

Last edited by Skylark13; 03-01-2005 at 02:10 AM..
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  #24  
Old 03-01-2005, 07:32 AM
phasepuma
Sarnak
 
Join Date: Jun 2004
Posts: 69
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There is a link on the boards for all the map files somewhere. Once downloaded, they all go into the c:\eqemu\maps\ folder.

anyone correct me if i'm wrong.
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  #25  
Old 03-01-2005, 02:08 PM
fathernitwit
Developer
 
Join Date: Jul 2004
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of note, the dir is capitalized on unix 'Maps'

also, you might try the newest code in cvs right now, i just audited the npc faction stuff and I know it works as intended and described here. I am gunna start trying to get rogean to build a new windows compile.
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  #26  
Old 03-02-2005, 04:27 AM
Skylark13
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Join Date: Feb 2005
Posts: 9
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Quote:
Originally Posted by phasepuma
There is a link on the boards for all the map files somewhere.
I found that, but it goes to rogean.com, and it seems that Rogean redesigned his site lately and the link isn't valid anymore... Anyone else?

Oh, and thanks for checking the code fathernitwit, I'll try that as soon as I gather the courage to compile it :o

Last edited by Skylark13; 03-02-2005 at 12:31 PM..
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  #27  
Old 03-02-2005, 11:32 AM
Skylark13
Fire Beetle
 
Join Date: Feb 2005
Posts: 9
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Quote:
Originally Posted by fathernitwit
also, you might try the newest code in cvs right now, i just audited the npc faction stuff and I know it works as intended and described here. I am gunna start trying to get rogean to build a new windows compile.
Yep, 0.6.0-DR3 out of CVS works great! Thanks!

Guard Fireblight slashes a sylvan bat for 83 damage!
Guard Fireblight has slain a sylvan bat!
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  #28  
Old 03-03-2005, 01:18 AM
phasepuma
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Join Date: Jun 2004
Posts: 69
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Ah, Congrats!.
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  #29  
Old 03-03-2005, 02:14 AM
sysadmin
Hill Giant
 
Join Date: Feb 2005
Posts: 163
Default Great work!

Awesome, hopefully sometime soon we will have a dr3 compile. Awesome work guys.
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  #30  
Old 03-05-2005, 08:17 AM
phasepuma
Sarnak
 
Join Date: Jun 2004
Posts: 69
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Finally got my Guards working also =)
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