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  #16  
Old 10-23-2008, 08:27 PM
Angelox
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Join Date: May 2006
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The pop-up that is used for Bot tracking was made by Derision, since it was impossible to pull up the Ranger-Bot window (blocked by client). Currently, it just displays the mobs in the zone; haven't figured out how to track what you see yet, but I have thought of a few things - one is manipulating the 'Find NPC' window (if it's not client blocked too).
Anyways, I find just seeing whats in the zone usefull, thought it might help a GM.

Anybody figured out how to downsize a ship? if you do, we can make a running, ridable ship from BB > OTT > FP and back for PEQ. I can't now because the only one I can use is too big for OOT piers and won't even fit near the FP piers.
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  #17  
Old 10-23-2008, 08:28 PM
Angelox
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Dang! THREE first page posts in a row! who will top that?
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  #18  
Old 10-27-2008, 03:07 PM
AndMetal
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Join Date: Mar 2007
Location: Ohio
Posts: 648
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Quote:
Originally Posted by Angelox View Post
Currently, it just displays the mobs in the zone
...
Anyways, I find just seeing whats in the zone usefull, thought it might help a GM.
I agree, using #listnpcs is somewhat painful, and a window would be much nicer.

If we put this somewhere else (outside of the #ifdef EQBOTS section in zone/botAI.cpp), we can very easily call it from zone/command.cpp:

Code:
void EntityList::ShowSpawnWindow(Client* client, int Distance, bool NamedOnly) {

	const char *WindowTitle = "Bot Tracking Window";

	string WindowText;
	int LastCon = -1;
	int CurrentCon = 0;
	
	int32 array_counter = 0;
	
	LinkedListIterator<Mob*> iterator(mob_list);
	iterator.Reset();

	while(iterator.MoreElements())
	{
		if (iterator.GetData() && (iterator.GetData()->DistNoZ(*client)<=Distance))
		{
			if(iterator.GetData()->IsTrackable()) {
				Mob* cur_entity = iterator.GetData();

				if(NamedOnly) {
					if(!strncasecmp(cur_entity->GetName(), "a_", 2) ||
					   !strncasecmp(cur_entity->GetName(), "an_", 3)) {

						iterator.Advance();
					   	continue;
					}
				}


				CurrentCon = client->GetLevelCon(cur_entity->GetLevel());

				if(CurrentCon != LastCon) {

					if(LastCon != -1)
						WindowText += "</c>";

					LastCon = CurrentCon;

					switch(CurrentCon) {

						case CON_GREEN: {
							WindowText += "<c \"#00FF00\">";
							break;
						}

						case CON_LIGHTBLUE: {
							WindowText += "<c \"#8080FF\">";
							break;
						}
						case CON_BLUE: {
							WindowText += "<c \"#2020FF\">";
							break;
						}

						case CON_YELLOW: {
							WindowText += "<c \"#FFFF00\">";
							break;
						}
						case CON_RED: {
							WindowText += "<c \"#FF0000\">";
							break;
						}
						default: {
							WindowText += "<c \"#FFFFFF\">";
							break;
						}
					}
				}

				WindowText += cur_entity->GetCleanName();
				WindowText += "<br>";

				if(strlen(WindowText.c_str()) > 4000) {
					// Popup window is limited to 4096 characters.
					WindowText += "</c><br><br>List truncated ... too many mobs to display";
					break;
				}
			}
		}

		iterator.Advance();
	}
	WindowText += "</c>";

	client->SendPopupToClient(WindowTitle, WindowText.c_str());

	return; 
}
However, I think it might be better to make it a new function so that we can utilize a search string if we want to filter results.
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  #19  
Old 10-27-2008, 03:37 PM
Congdar
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Join Date: Jul 2007
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Posts: 751
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I havn't tried this new bot tracking yet, but a player on my server said that it just lists npc, doesn't give tracking direction. is this the case?
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