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  #1  
Old 07-16-2007, 09:20 AM
inkubus
Hill Giant
 
Join Date: Feb 2002
Posts: 146
Default Some Issues

Hi guys,

I'm currently having some issues with a server and I thought I'd put them all together in one thread. Hopefully someone can answer them.

1) Potions (distillates) are currently showing as curcharges 1 in iteminfo yet when you inspect the item or try to use them it is saying out of charges.

2) I cannot seem to get npcs to equip items, even through the loottables with the equip_item set to 1.

3) There doesn't seem to be a way to get npcs to spawn using npcspawn add. I always used to do #npcspawn create, then #npctypespawn <id> then #npcspawn add to add it to the spawn2 table. This doesn't seem to be working any more?

Thanks in advance

InKy
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  #2  
Old 07-16-2007, 10:15 AM
John Adams
Demi-God
 
Join Date: Jul 2006
Posts: 1,552
Default

After you do the create, is the NPC inserted into the npc_types table correctly? I was having some difficulties creating invisible men the other night, too. But I did get them to spawn, just not persistently. Soon as my zone restarted, the invisible man wouldn't spawn.

Something could be wrong, but I am not sure there were any changes to this code recently.
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  #3  
Old 07-16-2007, 11:04 AM
inkubus
Hill Giant
 
Join Date: Feb 2002
Posts: 146
Default

I am only using 1 npcspawn create which is adding ok and adding them to the spawn2 table (annoying but that is fine). Now when i dbspawn/npctypespawn the npc i have just created and then do an npcspawn add it will add the entry to spawn2. It won't, however, add any more than 2 of the same npc in npcspawn.

I think this may be down to the spawngroup names but I am unsure.

The thing is, i really don't want to clutter my database having a million of the same npcs in npc_types. It just seems pointless and a management nightmare.
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  #4  
Old 07-16-2007, 11:18 AM
inkubus
Hill Giant
 
Join Date: Feb 2002
Posts: 146
Default

snprintf(tmpstr, sizeof(tmpstr), "%s%s%i", zone, spawn->GetName(),Timer::GetCurrentTime());

This is what was causing my problem. You guys should really remove the zone bit. Alot of people use long names in their npc's names. Perhaps just have the ZONEID instead?
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  #5  
Old 07-16-2007, 01:52 PM
sfisque
Hill Giant
 
Join Date: Oct 2006
Posts: 248
Default

Quote:
Originally Posted by inkubus View Post
I am only using 1 npcspawn create which is adding ok and adding them to the spawn2 table (annoying but that is fine). Now when i dbspawn/npctypespawn the npc i have just created and then do an npcspawn add it will add the entry to spawn2. It won't, however, add any more than 2 of the same npc in npcspawn.

I think this may be down to the spawngroup names but I am unsure.

The thing is, i really don't want to clutter my database having a million of the same npcs in npc_types. It just seems pointless and a management nightmare.
lol, dont look at the faction handling then. thats even worse. there are individual faction entries for each mob, rather than just 1 for each faction grouping. and the code assumes there are no "holes" in the table, so you cant just go deleting entries without updating the code to handle the holes, or revising the table to remove the holes. faction handling could use alot of optimization.

== sfisque
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  #6  
Old 07-17-2007, 09:46 AM
John Adams
Demi-God
 
Join Date: Jul 2006
Posts: 1,552
Default

Quote:
Originally Posted by inkubus View Post
snprintf(tmpstr, sizeof(tmpstr), "%s%s%i", zone, spawn->GetName(),Timer::GetCurrentTime());

This is what was causing my problem. You guys should really remove the zone bit. Alot of people use long names in their npc's names. Perhaps just have the ZONEID instead?
What do you mean, "Long Names"? Like first and last? If so, you should use Long_Name <- underscore. The emu will remove the _ character when it displays back.
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  #7  
Old 07-21-2007, 04:17 PM
Topgun1969
Sarnak
 
Join Date: May 2003
Posts: 37
Default Distillates

I keep updating to the newer binaries and the distillates still don't work, i take they are still not working?
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  #8  
Old 07-25-2007, 03:35 PM
inkubus
Hill Giant
 
Join Date: Feb 2002
Posts: 146
Default

Quote:
Originally Posted by John Adams View Post
What do you mean, "Long Names"? Like first and last? If so, you should use Long_Name <- underscore. The emu will remove the _ character when it displays back.
I mean names like A_Really_Long_Named_Npc.
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  #9  
Old 09-01-2007, 07:12 AM
gernblan
Discordant
 
Join Date: Aug 2006
Posts: 394
Default

For one thing, once you create an NPC, you must zone out and back in (or restart the zone) before you can do anything else, such as edit or dbspawn it's ID and add more spawnpoints.

Restarting the zone isn't optional.
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