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  #1  
Old 05-09-2003, 07:33 AM
exhull
Fire Beetle
 
Join Date: Apr 2003
Posts: 1
Default Mobs Bouncing

I'm new to the developing scene. I've just been messing around with my own LAN server and I have noticed wether on my server or on any other server I've played on mobs that seem to bounce - jump - hop - dissapear - however you want to describe it. I was wonder if this is due to improper spawn coordinates or something far more difficult?
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  #2  
Old 05-09-2003, 07:44 AM
a_Guest03
Demi-God
 
Join Date: Jun 2002
Posts: 1,693
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You hit the nail on the head. It's just wrong coordinates. It's probably related to z coords.
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  #3  
Old 05-12-2003, 03:22 AM
Roadkill
Sarnak
 
Join Date: Apr 2002
Posts: 31
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I found it extremely helpful to make a dedicated zone populating character. And made him a gnome.

Then hotkeyed all of the #npcspawn commands, #kill, #heal, etc. that I'd need while populating and testing.

As long as you're the same height or shorter than what you're spawning, they won't bounce. A barbarian has a higher z coordinate than a gnome for example. So if a barbarian sized character spawned a small sized character, the small sized character would have the barbarian's z coordinate, and would constally fall to the ground over and over.

Using a gnome was pretty safe, in that I never had any bouncing NPCs. Although, you could just use the #size command on yourself to make sure you're the right size or smaller before doing any populating, but with the gnome you rarely have to worry about forgetting to resize yourself. I've only had to resize the gnome on one occasion, when I was creating these tiny tiny little spiders. I actually did a #race and #size on myself and made myself into one of these spiders and starting populating that way.


Also, just a tip for when you start on making mobs path. Mobs will bounce when they go down hills, unless you plot the points to contour the terrain. The NPCs go in a straight line, even if that line is through the air and not on the ground. The EQ client software, however, will do a bit of client side prediction and think that a mob who is in the air must be falling from somewhere. So they'll follow their path in the sky, but constantly fall all the way down to the ground then appear back in the sky again to fall all over again. So, if you create a path for an NPC that goes over a hill, you need to tailer the path about that hill so that you don't have this wierd bouncing problem.

Here's an example of what I'm talking about. The first gif is the path the NPC would follow if his path were simply the two coordinates with a hill in between. The NPC would leave the ground about half way down the hill, and start to bounce vigorously. But creating the path in such a way that it takes that hill into consideration, by adding a few more pathing points, and he looks just fine, and never leaves the ground.

http://www.geocities.com/dannglenn/path.html
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  #4  
Old 05-12-2003, 05:57 AM
Grimmaxce
Fire Beetle
 
Join Date: May 2003
Posts: 7
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or you could shrink yourself and make yourself the size of a gnome so u dont have that big nose :P
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  #5  
Old 05-16-2003, 09:45 AM
Warlon
Sarnak
 
Join Date: Apr 2003
Posts: 45
Default

lol
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  #6  
Old 05-19-2003, 10:43 AM
Roadkill
Sarnak
 
Join Date: Apr 2002
Posts: 31
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Poor gnomes. Never get any love.

I used to go the no-gnome method, and just resized my barbarian... but after multple occasions of populating a good number of mobs before noticing that I had forgot to resize myself (thus creating more EQAdmin work for myself fixing them all), I went gnome and never went back again heh
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  #7  
Old 05-19-2003, 02:04 PM
generalzod
Fire Beetle
 
Join Date: May 2003
Posts: 22
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actually i have noticed that even when using a gnome to place
the mobs. they still hop after making a z transition when going
to negative z location... ie

walking is fine until going down hill.. I've yet to see a fix for this.
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  #8  
Old 05-19-2003, 04:08 PM
bpogue99
Sarnak
 
Join Date: Mar 2003
Posts: 55
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If the mobs constantly fall from their path in the sky, could the code be set to just stay there? I mean, the code already knows they're falling, that's why they bounce, shouldn't the code set their X,Y,Z when they hit the ground? Or is the pathing code that's causing the bouncing? If it's the pathing code causing it then that code should be cause movement based on relative coordinates not calculated ones based off start/finish movements. If the movement is based on the last relative position of the NPC then moving forward on a path shouldn't cause the bouncing.
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  #9  
Old 05-20-2003, 03:31 AM
Roadkill
Sarnak
 
Join Date: Apr 2002
Posts: 31
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"walking is fine until going down hill.. I've yet to see a fix for this."

A huge section of my post above, with a link to a graphical example, addresses this. It fixed all of the bouncing from mobs going down hills.

Just have to hug the terrain with your path. The hill goes down, the z coords in your path must match the dips in the terrain with it.
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