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Archive::Database/World Building Archive area for General Discussion's posts that were moved here after an inactivity period of 90 days. |

08-04-2003, 04:58 AM
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Dragon
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Join Date: Jan 2003
Location: College park, GA (atlanta)
Posts: 640
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waypoints problem
I have having a problem with Waypoints
i typed this #grid add 100 2 2 right in frunt of the NPC i wanted to move, then i typed #gassign 100, then typed #repop and when it reload he started walking in to the wall so then i typed #wp add 100 1 2 and Repoped the zone now he will walk to that waypoint. So then i tired to add another grid like #grid add 101 2 2, then type #gassign then made a waypoint like #wp add 101 1 30 after i did this i repoped the zone and it crashed now i cant load into it any more
if any knows how i can fix the zone so i can load back into it and tell me what i did wrong that would be really great! lol
This is what i type in the chat room...
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AMD AM2 X2 3.01Ghz(OC'ed at 3.8Ghz) 4096MB DDR2 800 Geforce 8800 ultra SLI 1.2TB HD <-- All water cooled
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08-04-2003, 08:01 AM
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Dragon
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Join Date: Jan 2003
Location: College park, GA (atlanta)
Posts: 640
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tell me if there is some i am doing worng?
#1 Frist i do this:
I find a Non-Moving NPC in the zone. I put the name in my taget box, then i find the spot that i want him to be then i type #spawnfix then #Repop to bring him to
#2 Second I do this:
I type #gird add 100 2 2. Then i type #wp add 100 2 1. Then i put the NPC that i Move in my taget box then type #gassign 100. Then i type #repop, WooT it moved to that spot where i set the waypoint. (cool BUT)
#3 Third I do this:
I walk a few more steps then type #wp add 100 2 2. Then type #repop. The NPC goes to waypoint 1 then just stands there. I wait 2 mins and nothing. wait 5 Mins and nothing. Waited 10 nothing. Waited 15 and nothing. Dont know whats wrong......
#4 fourth I do this:
I find another NPC, then pick a good spot to put it, The i used #spawnfix to put it in ist new spot then i used #repop and boom he in the spot.
#5 Fith I do this:
I type #grid add 101 2 2. Then i type #wp 101 2 1. Then i type #gassign making user i have thr right NPC in my taget box.Then i type #repop and the zone crashes and cant log in to it unless i go in to FQadmin tool and get 0s for the 101(grid i just used) waypoins. then i have to into spawns a get the NPC grid that i change back to 0
CAn some please tell me what i am doing wrong any heal would be really great
#PS i a new to this and i have been working on for almost a full day lol
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AMD AM2 X2 3.01Ghz(OC'ed at 3.8Ghz) 4096MB DDR2 800 Geforce 8800 ultra SLI 1.2TB HD <-- All water cooled
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08-04-2003, 08:09 AM
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Discordant
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Join Date: Feb 2002
Posts: 452
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What exe's are you using, the ones from the website for moving DB has recompiled exe's that allow the random grids to move , but there is a bug that stops patrol and circle types at 1st waypoint.
The regular 044 exe's allow the patrol/circle types to move , sometimes , but also freeze the random at 1st waypoint.
Still trying to get some help with the bug.
I am not a programmer so have to wait until someone decides that it's important enough to look at.
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Founder PEQ (ProjectEQ)
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08-04-2003, 07:02 PM
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Dragon
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Join Date: Jan 2003
Location: College park, GA (atlanta)
Posts: 640
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What about when i try to a sign a grid to a NPC why do the zone crash see my second post.
this is the last problem after i get this fixed i should beable to start working on some zones
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AMD AM2 X2 3.01Ghz(OC'ed at 3.8Ghz) 4096MB DDR2 800 Geforce 8800 ultra SLI 1.2TB HD <-- All water cooled
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11-22-2003, 12:59 PM
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Fire Beetle
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Join Date: Apr 2003
Location: Karnor's Castle
Posts: 20
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I feel your pain my friend!
greetings !! just to start off, shadajriel here ! finally graduated from the support and server howto forums (endless days of reading *laughs in hindsight  * to the world building ones !! much more enjoyable i can now say ! ANYWAY
i'm doing my reading here about adding the grids and all, been doing what you have all day ! you've gotten more luck then me 
for me, i cannot even get my little npc to move at all ..
i'll give you an example in hopes that in answering this good mans question mine perhaps gets answered as wel1l ! (btw read all i can about this topic  haven't found the answers yet, if i'm overlooking something I apologize greatly ! )
I made my AWESOMe little imp guy named "Groul"
put him at one end of the field of bone.. figure i love kunark it's a great place to practice for a straight line right?
he's all added to my DB now, and when i #repop he does his little happy dance ! then I typed
#grid add 1 0 2
then I targeted him, and typed #loc, and then used #goto to get right on 'em then I typed
#wp add 1 2 1
then flew *glee* yes flew ! about half way across the pit in front of him, straight line so as i could see him ya ? turned off flymode so i set the waypoint on the ground, and did this
#wp add 1 2 2
then, with great glee, I click my lil groul, and typed #gassign 1
#repop
poor groul, looks around then flaps in place, then reading about this thing maybe being funky with 0.5.0 (not dev one, but now the one they just released as finished product ! ) and added another grid (2) and put a wp, in front of his spawn point, he didn't move at all, now when i read this post, i saw how your monster walked in place , so i made a big orc guy somewhere else, called Kronk hehe (i love little kronk) then i put a waypoint in front of him on grid#3
using
#grid add 3 0 2
#wp add 3 2 1
(target kronk)
#gassign 3
#repop
and he did what yours did, stood in place but walked in place or like rotated his cool self ! i'm still having a blast just making the npc's and spawning them and experiementing, and flying around my world !! MY WORLD !! *glee*
but it would be awesome if I could get some assistance, and this guy too  cause if you got one, you've got them all
rock on !!
Shadajriel (the stupid) hehe (at least lovingly so)
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11-22-2003, 01:02 PM
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Fire Beetle
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Join Date: Apr 2003
Location: Karnor's Castle
Posts: 20
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OH !
almost forgot, i've ran into the problem where my zone crashes after messing with the grid assignments, what i do is this, i go into the admin tool, and erase all the accounts of the creatures i assigned to it, then there is no interference between what the spawn is doing and what it's doing on the grid, then i go in, and delete the grid, and start over, tedious, but at least you can get back in right ?
Wahoo
Shadajriel
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11-22-2003, 04:16 PM
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Hill Giant
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Join Date: Oct 2003
Posts: 241
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really really easy..
Target NPC;
- you need to add a movement grid to hold the waypoints for the npc to follow: #grid add 1000 2 2
- now you need waypoints (the points the npc travel between).. this can be tricky on hills, be careful: #wp add 1000 10 1 (adds a step of movent to grid #1000 with a pause of 10 and it's #1.)
move forward a little the type #wp add 1000 10 2 forward a little #wp add 1000 10 3 forward a little and so on...all the way up to a maximum of #wp add 1000 10 50.
once you're satisfied with the npc's path, assign the grid you just made to the npc. Do this by targeting the npc and typing #gassign [grid_num] which, in this case would display as: #gassign 1000
type #depopzone to deop the zone, then type #repop.
after a second, you're npc should be walking a random wandering path. hope this helps a little bit.
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11-23-2003, 04:24 AM
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Fire Beetle
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Join Date: Apr 2003
Location: Karnor's Castle
Posts: 20
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yup!
yeah man, that's exactly what I have been doing !, but should i use those circuit types ? 2 ? and are the errors known with the other path types still existant in 0.5.0 release?
thanks for your reply, but that is EXACLTY what i have been doing 
the concept of the waypoints, is very clean cut , and fun imo, ashame it's not working ! hehe , anyone else have suggestions?
~shadajriel
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11-23-2003, 06:10 AM
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Hill Giant
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Join Date: Oct 2003
Posts: 241
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I've noticed, with any other path type (at least right now) unless initially set to random, the npcs run the path for a second, then just keep on running then dissapear, yet can still be targeted. When this command #grid add 1000 2 2 is implimented, you can still vary movement with the #wp commands to cause different variances of pauses.
In other words, yes... there are "known" problems with the other path types. At least, after all the hundreds of hours I've spent on waypoints... I've noticed.
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11-23-2003, 04:04 PM
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Fire Beetle
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Join Date: May 2003
Posts: 16
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I don't know how it is now, but it used to be you had to reboot the server to actually see your guys move, if that's where you're having problems.
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"He who makes no mistakes,
knows nothing."
-bug
The red X of doom!!
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11-24-2003, 12:55 AM
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Hill Giant
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Join Date: Oct 2003
Posts: 241
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now, you just #repop the zone and they move.
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11-24-2003, 03:40 AM
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Fire Beetle
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Join Date: Apr 2003
Location: Karnor's Castle
Posts: 20
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doh ! :p
ok, I tried for testing purposes, your exact input, that you used for example with #grid add 1000 2 2
and even reloaded my server, and tried to get it to work, they don't even move for some reason ! it's odd, I think i might post this where more people can read. i'm still going to fiddle with it, and I think I might just dump my DB now, and start fresh, try again and then report back what happens, I don't THINK that my past stuff is causing a problem, but you shouldn't THINK with this sort ofthing (especially being an amateur  ) so I'll let you know, but either way, it's still not working
~shadajriel
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11-24-2003, 11:07 AM
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Hill Giant
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Join Date: Oct 2003
Posts: 241
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well, that was only an example, sorry I should have been more clear. You typically need to start with a high value to be safe, such as 10000 or so.
Target npc
Stand dead near npc
Type #grid add 10000 2 2
(without moving from that spot) Type #wp add 10000 10 1
Move in the direction you want the npc to go, one space at a time.
Each step, type #wp add 10000 10 2, #wp add 10000 10 3, #wp add 10000 10 4, #wp add 10000 10 5 (all the way to #wp add 10000 10 50)
Once you have all the movement you want, turn around and face the npc (making sure the npc is in sight) and type #gassign 10000
Now type #repop
Keep track of the numbers you use (I jot them in excel.. it's nice to know what npc does what).
To add the next movement, target the next npc.
Then repeat the step, but incriment the number one value;
#grid add 10001 2 2
#wp add 10001 10 1
#wp add 10001 10 2
#wp ... etc
#gassign 10001
(see the convention?  )
This sets up "random" movement, which is typically used for wandering. I couldn't tell you too much about named npc movement (with definable pauses, timed movements in towns, etc), as it's really tricky and not fully bug-free. If you follow the above steps exactly, you will at least have one wandering npc, and thus have a foundation to build from  good luck.
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11-25-2003, 02:24 AM
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Fire Beetle
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Join Date: Apr 2003
Location: Karnor's Castle
Posts: 20
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ok cool
alright, i'll go ahead and try thattonight and report back tomorrow what went down, I'm curious as to why the grid #'s start so high ?
and also what is their limit ?  . this might sound nagging of me, but I do so like to understand everything  hehehe, that's what happens when you're none to bright bwahah
~shadajriel
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11-26-2003, 03:27 AM
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Fire Beetle
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Join Date: Apr 2003
Location: Karnor's Castle
Posts: 20
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BLAARGG !
where's trogdor when you need him eh !!
i need him to burninate this damnable junk :P (j/k , it's great fun  )
alrighty went to a fresh zone spawned and added an npc to my db, reloaded repoped just to make surehe was hunkered down used
#grid add 10000 2 2
#wp add 10000 2 1
(moved over some)
#wp add 10000 2 2
(rinse and repeated a few times)
Selected npc (bob_the_big)
#gassign 10000
#repop
/sigh
/roar!
/poke @ computer screen
heheh
still appeared not to work, i'm oing to dump my current db, and start completely fresh with the pallete, try it again, if no results, then i'll dl 5.1 db, and go from there ! let you know what happens, anyone know a common error i'm doing ? then let me know, i'd more than appreciate it !!
~Shadajriel
the stupid 
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