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  #1  
Old 02-12-2004, 07:53 AM
haushalter
Fire Beetle
 
Join Date: Feb 2004
Posts: 1
Default x and y cooridnates are reversed for #loc and /loc

I noticed that when i do a #loc on a mob, #goto that location and then do a /loc on myself that the x and y coordinates are reversed. Could this be why I have been having problems with my moving mobs disappearing and then walking back from someplace unknown when using all combinations of #grid commands?
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  #2  
Old 02-12-2004, 07:56 AM
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Monrezz
Dragon
 
Join Date: Mar 2003
Location: #loc
Posts: 745
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Yes, I think it was done intentionally to make it easier but ended up causing more confusion.

I seem to remember it was changed so #loc and /loc will now give the same, should be in the latest CVS.

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  #3  
Old 02-12-2004, 09:34 AM
Windcatcher
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Join Date: Jan 2002
Posts: 1,175
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The x value should be the north-south value, increasing as you move north. The y value should be the east-west value, increasing as you move west. Therefore, the smallest x and y values are to the southeast and the largest values are to the northwest. At least, this is how .WLD files are coded.

Basically, EQ uses a "right-handed" coordinate system. Take your right hand and extend your forefinger, middle finger, and thumb at right angles to each other (forefinger pointing away from you, middle finger pointing to your left, and thumb pointing up). Your forefinger would represent the x axis, your middle finger the y axis, and your thumb the z axis. Your forefinger would be pointing north, your middle finger pointing west, and your thumb pointing up.

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Old 02-12-2004, 10:11 AM
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samandhi
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Join Date: Aug 2003
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Good analogy Wind... I always forget myself what coord. is what.. That will help me remember tremendously.
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  #5  
Old 02-12-2004, 05:29 PM
Lurker_005
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Join Date: Jan 2002
Location: Tourist town USA
Posts: 1,671
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:twisted: And just to confuse everyone, I'll point out that the OOT zone is all screwed up. The whole thing is rotated 180 degrees.

This is ONLY in OOT that I know of.
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