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Quests::Plugins & Mods Completed plugins for public use as well as modifications.

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  #1  
Old 07-17-2013, 09:21 PM
wolfwalkereci
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Join Date: Dec 2005
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Quote:
Originally Posted by KLS View Post
We use it on PEQ in crescent reach cause Cavedude was too lazy to go make grids and it appears to still work.
Hmm not sure whats happening then. Does not work at all for me but I have not used it in some time so I have no clue why.
Roam box is terrible in zones where the Z varies and I hate making grids but guess thats the only thing left to do. /cry
Anyways thanks for letting me know its working as is on PEQ. Helps reaffirm that I noobed something up and should just try again until it works.
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  #2  
Old 07-18-2013, 10:38 PM
Mariomario
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Ive had problems with this plugin myself. Mainly when I create a new quest folder for a zone that doesn't already have a folder created. I can zone into Crescent Reach and see the script working correctly on the bears, snakes, spiders etc from the original PEQ quests directly from the SVN. However when I copy the exact same script and move it into a newly created folder for say Elddar Forest, the plugin does not work even though it is working in Crescent Reach.

Other scripts work correctly in the newly created elddar folder, even other plugins, but not the randomroam for some strange reason. Even scripts from the global_player and global_npc work in the zone, just not this particular plugin, yet the plugin does work in other default zone folders that come with the SVN. Hopefully this narrows down the problem.
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  #3  
Old 07-19-2013, 12:39 AM
wolfwalkereci
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Thanks for that feedback Mariomario, it may be the cause of my issue.
I am using zones that are not used yet on peq so I have to create their quest folder. Everything else I am doing is working except this plugin.
It's frustrating because I want to be lazy and not create nice pathing via grids.
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  #4  
Old 07-19-2013, 03:52 AM
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trevius
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Join Date: Aug 2006
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Keep in mind that for this plugin to work, you need to have LoS working in the zone! I suspect this is the issue you guys are having with this plugin. This means that you need a map file for the zone, and many of the newer expansion zones don't have map files yet. You can create your own map files using Azone2 for every map up to current, I believe.

You can easily test if LoS is working in your zone by trying to cast a spell on a nearby NPC, or by using the "#los" command if you have access to that command (GMs do). If #los shows you do not have Line of Sight to an NPC you are standing right next to, then you are almost certainly missing the map file for that zone and will need to create one yourself. The zone won't be functional for playing in until you get a map file anyway, as you won't be able to cast detrimental spells in there on targets other than yourself. Also KoS mobs will not have LoS to be able to aggro on anyone as they should.
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  #5  
Old 07-19-2013, 11:21 AM
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Akkadius
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As Trevius stated, if you don't have map files for that zone, the plugin will not work correctly because it uses LoS checks based on the map files.

If you want to create your own, azone.exe can be downloaded on the links in the menu to the left of the forums. You would generate a map file by command line and running it against one of your EverQuest client zone files and it will spit out a .map file.

Here is an example I just ran:

Code:
E:\Software\HoT EQEmu>Azone2.exe elddar
AZONE2: EQEmu .MAP file generator with placeable object support.
Attempting to load EQG elddar
Unable to open takish.tog
There are 3502716 vertices and 1167572 faces.
EQG V4 Placeable Zone Support
ObjectGroupCount = 728
azone.ini not found in current directory. Including default models.
After processing placeable objects, there are 7397901 vertices and 2465967 faces.
Bounding box: -1937.14 < x < 2240.00, -2288.77 < y < 2271.11
Building quadtree.
Done building quad tree...
Match counters: 15263979 easy in, 44575009 easy out, 26248 hard in, 0 hard out.
Writing map file.
Map header: Version: 0x01000000. 2465967 faces, 4435 nodes, 2768624 facelists
Done writing map (132.96MB).
Should result in a .map file that as stated above is 132.96MB titled 'elddar.map'
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