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

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

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #5  
Old 02-12-2012, 08:02 AM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

I created a bloodmoon.map with all objects included, i.e. this line in my azone.ini:
Code:
bloodmoon.eqg,1,2,3,4,5,6,7,8,9, etc. up to 230
and all the walls are present.

You can confirm if your map is good, by issuing the GM command #bestz at the location you are standing, then move to where the mob is and issuing #bestz again.

If you get a response that says 'Z is n1 or n2 at (x, y)' for both locations, then your map is OK. If you get a message saying 'unable to find node' or 'Found no Z', your map is bad.

Assuming your map is good, then you may be running into a long standing flaw with the LoS code that only checks for obstructions in the node you and the target are in, but not in any intervening nodes.

The newer pathing code checks all intervening nodes, but the older code used for aggro and the #los command calls this method in zone/aggro.cpp:
Code:
bool Mob::CheckLosFN(float posX, float posY, float posZ, float mobSize)
which has the flaw I mentioned.
Reply With Quote
 


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 02:36 AM.


 

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