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  #16  
Old 11-26-2003, 01:37 PM
Tinv
Fire Beetle
 
Join Date: Nov 2003
Posts: 18
Default

I've followed this post and attempted the exact things, to exactly the same result. I cant get my guys to move. they just stand there and walk in place. Any other ideas?

And this is on a fresh db with 5.1 db.sql the 5.1 2k update and dumpeditems.sql

spawned a skelly
targeted him
#npcspawn create
#npcspawn add
Close it all down
boot it all up
get back in
#grid add 100 2 2
go up to mr.skelly
#wp add 100 10 1
move back a few steps
#wp add 100 10 2
move back a few steps
#wp add 100 10 3
move back a few steps
#wp add 100 10 4
Target mr skelly
#gassign 100

Shut it all down <even the puter , i needed coffee>

boot it all up log in and theres mr skelly walking in place. What'd i do wrong?
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  #17  
Old 12-09-2003, 02:49 AM
Shadajriel
Fire Beetle
 
Join Date: Apr 2003
Location: Karnor's Castle
Posts: 20
Default Asumption

I'm guessing by the sudden vacation of this forum thread, that someone has gotten the problem to work ? If you have, I implore you to share the idea, and not just leave having your problem solved. I don't write this in any sort of attacking manner, I'm simply asking (if the case fits) to share the knowledge of the solution to the problems! I appreciate any further information on this problem.

regards~
Shadajriel
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  #18  
Old 12-09-2003, 04:14 AM
Kroeg's Avatar
Kroeg
Hill Giant
 
Join Date: Oct 2003
Posts: 241
Default

What is it that you need to know? Waypoints are tricky to say the least, but not out of reach -- especially to beginners.

Things it'd do you a lot of good to keep in mind:

Random pauses seem to be the only 'working' solution in eqemu 5x atm.. Creating full pause grids will only cause your npc to run off into 'the great beyond' and dissapear once one waypoint has been reached.

Example: (target npc and type folowing) #grid add 11100 2 2 (adds grid #11100 to your 'grid' table in your db, with random wandering and random pause ) this is used heavily for wandering npcs. To decide what range of grid numbers to use, use some type of db frontend (eg, mysqlfront or control center), click on the table 'grid' and you will see a bunch of 'id' values on the first column in the table. Sort these in ascending order and go to the last used (highest) number in that table. Make your number higher than the highest value to make sure you don't try to add grids already there. (this will cause you to not be able to zone into that zone) ie: zone unavailable errors.

After I add my grid, what then?

You must now define the waypoints your npc will travel. Waypoints are x,y,z coordinates that an npc looks for in movement. This is a common 'grey area' for people animating npcs... In hilly/mountainous terrains this will be a pain in the ass.. in other words, plan on using all 50 waypoints on each npc if you don't favor watching a zone full of mobs 'hop up and down' when it comes to travelling anywhere near a hill (or even flat terrain that warrants a +/-1 Z coordinate value).

Example: After having added your #grid , you make sure you target the npc and type the following to add your waypoints.. #wp add 11100 10 1 (move to next point of movement) #wp add 11100 10 2 (and on, up to 50..) eg: #wp add 11100 10 50.
#wp [the waypoint command] add [you're adding a waypoint] 10 [if using a random pause timer like I did in the previous example, this is how many seconds npc waits to travel another random path] 1 [what waypoint number is this?]

Finally, assigning movement:

Your 'grid' table should now have 11100 defined (or whatever number you chose) and in that 'grid' table, you should see 'wp1','wp2','wp3' and on.. those are the fields that were populated when you typed #wp add 11100 10 1. Now let's assign that gridnum to the npc so the npc knows what grid number [11100] you've created for it.

Example: Target npc, type #gassign [grid number you created] in my above example, this would be #gassign 11100. This will add that grid number [11100] to a field called 'pathgrid' in the npc_types table for that npc.

Now, the big dum dum dum.... type #repop (or, if your computer is slower, type #depopzone ... wait a minute, then #repop). If you immediately notice your npc moving after he repops, then good job. Make sure you watch the npc to be sure it isn't walking off its path... if it continues its path, you have just animated 1 npc! Think of the other billion of them you have to do now

As newer innovations become of the waypoint/grid system, i'll post an updated tutorial. Would pictures make this easier perhaps? :P
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  #19  
Old 12-10-2003, 06:07 AM
Shadajriel
Fire Beetle
 
Join Date: Apr 2003
Location: Karnor's Castle
Posts: 20
Default LOL!

kroeg my friend, this whole process is easy, I can't imagine the time it took you to type all of that jazz out. AND it's what everyone else has already said ~
I"M DOING all of those things !! lol, that's where the problem comes in, I know what the functions are, I know what the grid is, I type everything correctly, but they're still not working, I even just used your exact example down to the T, just incase i was overlooking something! still not working.. thanks a ton though for at least having the kindness to reply :P, and no i'm not THAT dense that i need pictures LOL, or maybe i am ?


P.s.



psst! add pictures me no understand! j/k

In sincerity
shadajriel!
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