Go Back   EQEmulator Home > EQEmulator Forums > Support > Support::Linux Servers

Support::Linux Servers Support forum for Linux EQEMu users.

Reply
 
Thread Tools Display Modes
  #1  
Old 12-28-2012, 09:14 PM
jdoran
Hill Giant
 
Join Date: Jul 2012
Posts: 212
Default

Thanks for the information. I somehow had the idea that packet captures and zone geometry were used for this sort of thing, but I only have a couple of zones I'm worried about at the moment. In a way, I feel that I have a better understanding of the pathing this way.

I went to Highkeep and depopped the zone (#depopzone), then spawned nodes for the path points. Running around the zone gave me an idea of how the paths worked. The path-map viewer is nice. For anyone interested in playing with it, it wants to be in your EQ top directory. I just created a Maps folder underneath the viewer, and it was happy.
Reply With Quote
  #2  
Old 12-29-2012, 02:46 AM
jdoran
Hill Giant
 
Join Date: Jul 2012
Posts: 212
Default

I have one follow-up question. I built a path file for Crescent Reach, and I'm not sure how one goes about testing them. I could aggro a mob and drag it all over the place, but I'm not sure how much of the pursuit was path related as opposed to line of sight.

I did an #aggrozone, and other than having a billion mobs chasing me I didn't learn much. There was too many of them to notice where they were running.

Anyone who is interested in the file may have a copy, keeping in mind that this is my first attempt at a path file and I may have done some silly things.

Anyhow my question is: How do I test these paths?
Reply With Quote
  #3  
Old 12-29-2012, 03:22 AM
image
Demi-God
 
Join Date: Jan 2002
Posts: 1,290
Default

If you are doing it manually through #path add it actually takes those into account on the fly. So you are essentially building a map of nodes for the npc's to follow (eg. pathing). Just have a mob aggro and see how he follows you... It should be pretty obvious when he is going for a node (when they lose line of sight to you) since it will not be directly pathing at you.

If you happen to see mobs start moving through walls or something like that you know there are more nodes required.
__________________
www.eq2emu.com
EQ2Emu Developer
Former EQEMu Developer / GuildWars / Zek Seasons Servers
Member of the "I hate devn00b" club.
Reply With Quote
  #4  
Old 12-29-2012, 09:18 AM
jdoran
Hill Giant
 
Join Date: Jul 2012
Posts: 212
Default

The problem I was having with this approach was that if the mob doesn't have LOS to me, am I going to be able to watch it? Otherwise, watching a single mob seems the logical approach.

My solution (for anyone searching the forums later) was to log in a second GM account. Target a mob with one GM, run to some obscure hiding spot. Then agro the mob (#damage 1). Follow the incoming mob with the second GM account.

So far things look great.

Thanks for the help.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 01:54 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3