nilbog
04-05-2013, 02:44 PM
Greetings.  
I have placed this particular crowdsourcing project under Technical Discussion as it will require someone to have a server for testing. I know there are several of you with stock peq servers, so this is directed at you.
It would help a lot to have a community test/development server for .path files. It's nothing database, source, or script specific. There are built commands which handle the creation of a .path file. If these are created, they can be submitted to me, or to eqemu in general.
What does a .path file do? Aren't all moving npcs on .paths? - Pathing can be considered two different things. There are individual npc grids*, and then zone paths*. Grids are individual npc waypoints, pauses, etc. (such as a guard walking through a city). A .path file is generated for the total zone and consists of nodes where when aggroed, npcs follow closest nodes until its target is a shorter distance than the nearest node.
Who has a server on the eqemu public login? Who wants to help?
Reference materials:
http://www.eqemulator.org/forums/showthread.php?t=31933
http://www.eqemulator.org/forums/showthread.php?t=28710
http://www.eqemulator.org/forums/showthread.php?t=29180
i.e. commands:
Syntax: #path shownodes: Spawns a npc to represent every npc node.
#path info node_id: Gives information about node info (requires shownode target).
#path dump file_name: Dumps the current zone->pathing to a file of your naming.
#path add [requested_id]: Adds a node at your current location will try to take the requested id if possible.
#path connect connect_to_id [is_teleport] [door_id]: Connects the currently targeted node to connect_to_id's node and connects that node back (requires shownode target).
#path sconnect connect_to_id [is_teleport] [door_id]: Connects the currently targeted node to connect_to_id's node (requires shownode target).
#path qconnect [set]: short cut connect, connects the targeted node to the node you set with #path qconnect set (requires shownode target).
#path disconnect [all]/disconnect_from_id: Disconnects the currently targeted node to disconnect from disconnect from id's node (requires shownode target), if passed all as the second argument it will disconnect this node from every other node.
#path move: Moves your targeted node to your current position
#path process file_name: processes the map file and tries to automatically generate a rudimentary path setup and then dumps the current zone->pathing to a file of your naming.
#path resort [nodes]: resorts the connections/nodes after you've manually altered them so they'll work.Anyone already familiar with .path file creation, please feel free to chime in and help explain this.
Visual representation of how nodes are seen:
http://i46.tinypic.com/1zcg5n8.jpg
I have placed this particular crowdsourcing project under Technical Discussion as it will require someone to have a server for testing. I know there are several of you with stock peq servers, so this is directed at you.
It would help a lot to have a community test/development server for .path files. It's nothing database, source, or script specific. There are built commands which handle the creation of a .path file. If these are created, they can be submitted to me, or to eqemu in general.
What does a .path file do? Aren't all moving npcs on .paths? - Pathing can be considered two different things. There are individual npc grids*, and then zone paths*. Grids are individual npc waypoints, pauses, etc. (such as a guard walking through a city). A .path file is generated for the total zone and consists of nodes where when aggroed, npcs follow closest nodes until its target is a shorter distance than the nearest node.
Who has a server on the eqemu public login? Who wants to help?
Reference materials:
http://www.eqemulator.org/forums/showthread.php?t=31933
http://www.eqemulator.org/forums/showthread.php?t=28710
http://www.eqemulator.org/forums/showthread.php?t=29180
i.e. commands:
Syntax: #path shownodes: Spawns a npc to represent every npc node.
#path info node_id: Gives information about node info (requires shownode target).
#path dump file_name: Dumps the current zone->pathing to a file of your naming.
#path add [requested_id]: Adds a node at your current location will try to take the requested id if possible.
#path connect connect_to_id [is_teleport] [door_id]: Connects the currently targeted node to connect_to_id's node and connects that node back (requires shownode target).
#path sconnect connect_to_id [is_teleport] [door_id]: Connects the currently targeted node to connect_to_id's node (requires shownode target).
#path qconnect [set]: short cut connect, connects the targeted node to the node you set with #path qconnect set (requires shownode target).
#path disconnect [all]/disconnect_from_id: Disconnects the currently targeted node to disconnect from disconnect from id's node (requires shownode target), if passed all as the second argument it will disconnect this node from every other node.
#path move: Moves your targeted node to your current position
#path process file_name: processes the map file and tries to automatically generate a rudimentary path setup and then dumps the current zone->pathing to a file of your naming.
#path resort [nodes]: resorts the connections/nodes after you've manually altered them so they'll work.Anyone already familiar with .path file creation, please feel free to chime in and help explain this.
Visual representation of how nodes are seen:
http://i46.tinypic.com/1zcg5n8.jpg