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  #1  
Old 09-01-2003, 07:03 PM
Saethan
Fire Beetle
 
Join Date: Jan 2003
Posts: 24
Default Only one npc moving along grid?

Question on a quest I'm working on. Have a ghetto fix up right now by just only having one waypoint per grid, but here's the problem:

Code:
EVENT_ITEM
{

	if($item1 == "993")
	{
		say("Ah, a soul essence stone.  Be prepared, $name, I am about to release it.  Please return the broken stone back to me.")
		me("You feel something rush past you, almost like a gust of wind.")
		spawn("7200", "250", "0", "1165", "-905", "-27")
		spawn("7201", "251", "0", "425", "-780", "-50")
		spawn("7201", "252", "0", "435", "-775", "-50")
		spawn("7201", "253", "0", "445", "-770", "-50")
		spawn("7201", "254", "0", "455", "-765", "-50")
		spawn("7201", "255", "0", "465", "-760", "-50")


		
	}
Each one moves to the first waypoint of their assigned grid just fine, but then, only one(seemingly random) moves on to the second waypoint, the rest just sit at their first waypoint and never move. Is this known to happen, did I code something wrong, or what?

For the grids, I just used the #grid add and #wp add commands in-game. Something like this:

#grid add 250 0 1
#grid add 251 0 1
#grid add 252 0 1
#grid add 253 0 1
#grid add 254 0 1
#grid add 255 0 1

Then in the various places I wanted the waypoints to be, for each grid I did this(every waypoint is in a different location, there aren't any sitting on top of each other, so npc's getting stuck in each other isn't the problem):
#wp add -gridnumber- 10 1
#wp add -gridnumber- 10 2

Etc etc. One npc will go along all of the waypoints just fine, but the rest just go to the first waypoint and sit there. Anybody see something that I did wrong?
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  #2  
Old 09-02-2003, 02:59 AM
Talon0202
Sarnak
 
Join Date: Apr 2003
Posts: 67
Default

Here's a good moving npc guide: Guide

Hope this helps
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  #3  
Old 09-03-2003, 10:58 AM
Scorpious2k's Avatar
Scorpious2k
Demi-God
 
Join Date: Mar 2003
Location: USA
Posts: 1,067
Default

Hmmm... that looks familiar....

BTW, we have added a quest building reference there too.
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  #4  
Old 09-03-2003, 04:11 PM
Saethan
Fire Beetle
 
Join Date: Jan 2003
Posts: 24
Default

So now I have a guide on moving npc's, and a guide on quests, but no guide on spawning npc's that move from quests. :-P

Read completely through both of those guides, heh.
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  #5  
Old 09-06-2003, 07:04 PM
tcsmyworld's Avatar
tcsmyworld
Discordant
 
Join Date: Feb 2002
Posts: 452
Default

The problem you are having is a known problem, that I have tried in the past to get addressed without success.
It is a problem somewhere in the pause timers for waypoints.
As for putting more than one npc on a grid...........
Good luck , you will wind up with npcs piled on top of each other on single waypoints , when more than one npc occupies the same waypoint they stop and never move again until zone is restarted/repopped.
The guides also fail to mention that the terrain makes a huge difference as to which grid type to use , since there is no "Z" axis check/correction in the pathing.
Using a random grid in a hilly terrain will result in bouncing/floating npcs due to the varying Z coordinates.
As of now , the only work-around for the pause bug , is to set all waypoint pauses to 0.
It makes the npcs hard to target , since they never stop , but it's the only way I have found to get them to all move thru thier waypoints without the one grid at a time , single npc moving syndrome.
Pathing and npc movement animations in 050 (CVS that we the public are allowed to use) are broken , I have not seen any posts saying anything about repairs to it yet.
Anyways , good luck with your project/s.
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  #6  
Old 09-08-2003, 07:30 AM
krich
Hill Giant
 
Join Date: May 2003
Location: The Great Northwest
Posts: 150
Default

Tcsmyworld,

Find me on #eqemu as krich or on #wr as Wany. I am back in action and can start working on that bug again.

regards,

krich
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  #7  
Old 09-10-2003, 11:07 AM
tcsmyworld's Avatar
tcsmyworld
Discordant
 
Join Date: Feb 2002
Posts: 452
Default

Hiya Krich
I'll have my second line back this friday or saturday, then will be on irc , in #npcmovDB channel, and will have forums up at website.
Looking forward to squashing that bug :twisted:
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  #8  
Old 09-12-2003, 01:31 AM
Scorpious2k's Avatar
Scorpious2k
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Join Date: Mar 2003
Location: USA
Posts: 1,067
Default

Quote:
Originally Posted by tcsmyworld
Looking forward to squashing that bug
tcsmyworld, in case you're interestd:

http://www.eqemulator.net/forums/vie...?p=51638#51638
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  #9  
Old 09-12-2003, 06:05 AM
tcsmyworld's Avatar
tcsmyworld
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Join Date: Feb 2002
Posts: 452
Default

Checking it out now
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  #10  
Old 09-13-2003, 10:36 AM
just_add_water
Hill Giant
 
Join Date: Mar 2002
Location: //say $network
Posts: 138
Default

Try this

Code:
EVENT_ITEM { 
if($itemcount("993") == "1") 
{ 
say("Ah, a soul essence stone.  Be prepared, $name, I am about to release it.  Please return the broken stone back to me.") 
me("You feel something rush past you, almost like a gust of wind.") 
spawn("7200", "250", "0", "1165", "-905", "-27") 
spawn("7201", "251", "0", "425", "-780", "-50") 
spawn("7201", "252", "0", "435", "-775", "-50") 
spawn("7201", "253", "0", "445", "-770", "-50") 
spawn("7201", "254", "0", "455", "-765", "-50") 
spawn("7201", "255", "0", "465", "-760", "-50") 
}
}
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