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

03-24-2003, 12:55 PM
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Fire Beetle
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Join Date: Nov 2002
Posts: 24
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cool DB
well , i downloaded Drawde's new db and it finally fixed alot of my problems.......great work Drawde. I am having a few problems though. It seems that the pathing isnt working and the npc's do not respond when i hail them , also the guards arnt attacking mobs when i bring it to them. any help would be great.
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03-24-2003, 01:38 PM
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Demi-God
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Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
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Well,
PATHING IS NOT IN THIS DATABASE.. Create your own pathing..
QUEST RESPONSES ARE NOT IN THIS DATABASE (Hence, no hails)
The guards not assisting... that I'm not sure about, it's a faction thing..
__________________
Quitters never win, and winners never quit, but those who never win and never quit are idiots.
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03-24-2003, 09:13 PM
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Dragon
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Join Date: Jan 2002
Posts: 521
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I'll create a basic quest addon with soulbinders, guildmasters, PoDs and Nexus scions, once I've managed to get the new quest scripting working.. I'm having some problems at the minute just getting it to work.
As for guards not working, this is annoying me too, I've no idea how you are supposed to get this to work. Originally guards (and any other NPCs) would assist you when they were allied to you, but this doesn't seem to work any more.
I originally thought the city_defense table was used to flag guards, but it turns out that this is only used for guildwars.
However in West Freeport (and no other zone), guards would always attack things that aggro you, even when not allied. This was in 4.2, haven't tried it with the latest code.
Any developers know exactly how guard behaviour for NPCs is triggered?
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03-24-2003, 11:40 PM
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Demi-God
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Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
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The NPCAi code was modified by quag, the old code had some serious bugs in it.
After thinking about it, i'm not sure the new AI format supports assisting on the same faction. I'll ask quag about it though...
The quest code is still alpha really.. Wes has been working on it everyday and has really come a long way on it... I'll send you some updated binaries this afternoon (no db changes this time).
__________________
Quitters never win, and winners never quit, but those who never win and never quit are idiots.
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03-25-2003, 05:57 AM
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Senior Member Former EQEmu Developer Current EQ2Emu Lead Developer
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Join Date: Dec 2002
Posts: 1,065
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I added some code a while back that would make the guards attack creatures when an npc of a certain race came to close to a guard. Ie The guards in GFay would attack a bat, orc, skeleton, spider, etc when they came to close. Try to summon one of these creatures next to a guard in gfay, if it attacks it then the code is still in, if it doesnt then someone changed it :P
It was hard coded in, although I guess we could always add another table for this...
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Lethal Encounter
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03-25-2003, 12:29 PM
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Demi-God
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Join Date: Jan 2002
Location: Tourist town USA
Posts: 1,671
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I would think just add back faction based assist unless it made for too much load. Or perhaps have a flag for factions that will assist.
So flag all guard type factions to assist, then if PC is indifferent or better with the guard's faction, AND killing the attacking NPC does not have a faction hit on the guard's faction for killing it then assist.
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