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  #1  
Old 06-06-2006, 01:02 PM
maudigan
Fire Beetle
 
Join Date: Oct 2004
Posts: 14
Default pathing problems

When a mob is in flee mode it doesnt take any certain pathing, it just turns and runs. This causes problems in a dungion because they run strait into a wall... run for about 5 seconds in place and pop through the wall and fall under the world. Is this a common problem with PEQ, or a server limitation... or did i just SNAFU somethin up.
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  #2  
Old 06-06-2006, 01:28 PM
vales
Discordant
 
Join Date: May 2006
Posts: 458
Default

I don't think the fear pathing is done correctly. You'll have to manually add them in and fix them yourself. They're the same as waypoints but for when they get feared or run when they're low on hp.

I think if you type: #help, you should get a bunch of commands to get it done. I haven't started working on them personally, but I recall that function or command being there. There was a post of it here on the forums already, iirc.
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  #3  
Old 06-07-2006, 01:19 PM
fathernitwit
Developer
 
Join Date: Jul 2004
Posts: 773
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fear/flee pathing is not done... and the current commands are only there to support these tools... so unless your a 3d math guru, just accept that it doesnt work.

this is why fear/fleeing is disabled in the stock source.
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  #4  
Old 06-08-2006, 12:59 PM
johane
Sarnak
 
Join Date: Sep 2005
Location: Gold Coast, Oz
Posts: 69
Default

Quote:
Originally Posted by fathernitwit
fear/flee pathing is not done... and the current commands are only there to support these tools... so unless your a 3d math guru, just accept that it doesnt work.

this is why fear/fleeing is disabled in the stock source.
Is this the "azone" program you're talking about? I noticed a call for help from maths types there, but I couldn't make much sense of what you percieved the problem to be.

I do have a degree in maths, and have taught it at university level (Mathematical modelling to be exact - maybe not "3d math guru" as you put it, but E3 geometry is pretty trivial). Please try to explain to me exactly what you see the problem(s) to be, and I'll try to provide you with correct algorithms to suit.
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  #5  
Old 06-18-2006, 06:02 AM
fathernitwit
Developer
 
Join Date: Jul 2004
Posts: 773
Default

here is a wiki page I just threw together:
http://www.eqemulator.net/wiki/wikka...PathingProblem

I think I have somewhat reasonable paths coming out of the program, but there is a flaw somewhere in the .path file generation/calculation or in the pathing algorithm which causes infinite pathing loops.

At the same time, there are many zones and spawn patterns which still need lots of work before it will produce reasonable results.
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