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 05-01-2015, 04:59 PM
N0ctrnl's Avatar
N0ctrnl
Discordant
 
Join Date: Jan 2007
Posts: 443
Default Ground spawns and environmental containers on RoF2

So, I know one of the outstanding issues with RoF2 is the Z axis placement of objects. From the RoF2 Development thread:
Quote:
3. RoF2 client does not automatically find the best Z location for ground spawn objects. This means that forges, bird baths, etc may need to be set to the correct Z location in the Database if they show as hovering.
So I've specified all kinds of different Z locs for forges and the like, but they always float at exactly the same level. Likewise, I don't see ground spawns either. To test, I upped the number of skinning rock spawns in East Wastes to 100 and still don't see a single one above ground.

Is this statement from the dev thread just wrong or is there something else I'm missing here?

Thanks!
Reply With Quote
  #2  
Old 05-01-2015, 06:14 PM
dagulus2
Hill Giant
 
Join Date: Feb 2013
Posts: 220
Default

Changing the z axis on containers is definitely working on my server. Its a pain to have to do, but it works.

What happens when you move them in game with the #object command?
Reply With Quote
  #3  
Old 05-02-2015, 11:51 PM
N0ctrnl's Avatar
N0ctrnl
Discordant
 
Join Date: Jan 2007
Posts: 443
Default

I guess I just didn't have my mojo the other day when editing objects from the database. I can adjust them just fine using #object. My bad :P

Any thoughts on ground spawns?
Reply With Quote
  #4  
Old 05-03-2015, 06:53 AM
dagulus2
Hill Giant
 
Join Date: Feb 2013
Posts: 220
Default

Changing the `max_z` value in the ground_spawns table appears to work, but remember you need the zone to reload for the change to go live.

This is however an absolute pain to do, I would much prefer if there was a command to change them in game like with objects.

TBH, I am not sure they are actually implemented correctly now anyway. It looks like they are supposed to spawn within a range of values, which is implemented for the X and Y coords. Z only has a max value, I assume the old best Z code automatically looked after finding the min_z value.
Reply With Quote
Reply


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 03:16 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 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3