Understanding "pos_state"

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Understanding "pos_state"

Post by John Adams » Fri May 08, 2009 9:23 am

LE, if you got a moment... can you explain what this value is in the parser DB's `raw_spawn_info` table? I assume it is some bit value for visual or action state, but specifically I am curious what the pos_state = 1 means... and why parser's -populate command is ignoring them.

I have 200+ records in raw_spawn_info that look like valid spawns, but because they are set to pos_state 1, they are not getting populated. I can change the value, or even the parser myself to pop these spawns - but I am more curious why it is this way... what it means.

Previously, things like temporary Treasure Chests were all I saw with this pos_state. But now, I am seeing more and more NPCs and Object set like this, and not getting populated. Here's an example of some of the data:
pos_state.jpg
TIA,
J


Edit: After looking over the names of most of these, I am starting to think these are housing spawns, maybe? Since Bion had only recently got the parser to start parsing those, maybe that's why they are showing up now? Either way, maybe I'll just pop 'em and see what they look like.
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Re: Understanding "pos_state"

Post by John Adams » Fri May 08, 2009 9:53 am

Question to the ubers: Do guild halls have their own mariner bells? :D

Also, regarding the list of spawns above... I noticed there are no raw_spawns records for these, so we are apparently not parsing these spawns completely yet. We get the spawn record, but no associated x,y,z or zone_id where they came from (yet). So no biggie, I cannot pop these anyway.

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Re: Understanding "pos_state"

Post by LethalEncounter » Fri May 08, 2009 2:04 pm

There should be records for the spawns even if pos_state == 1. A pos_state of 1 (as least in my understanding) means that the spawn is a simple object (and should be placed in the spawn_objects table).

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Re: Understanding "pos_state"

Post by John Adams » Fri May 08, 2009 7:50 pm

That's what I thought too, but -populate is not doing anything with them - maybe because there is no associated raw_spawns record(s)?

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Re: Understanding "pos_state"

Post by LethalEncounter » Fri May 08, 2009 8:38 pm

Yah possibly orphaned data

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Re: Understanding "pos_state"

Post by John Adams » Fri May 08, 2009 8:54 pm

Did you catch the part where I said I am almost certain these items are House Items? Like, in a guild hall or something... since someone's tier3 guild hall zone wound up in my raw_zones table, I am fairly certain that's where these spawns came from.

If they are, maybe they spawn differently somehow? Due to being placeable, owner-restricted, blah blah. We may just not handle that type of object spawn yet.

I say leave it for now, since housing is months off. Years. :D

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Re: Understanding "pos_state"

Post by Scatman » Fri May 08, 2009 9:02 pm

What about the spawns that only spawn given a certain criteria and only for that spawn. An example of this that quest A requires you to destroy some machines. Well, those machines are only visible to players on that quest and part. Don't those have pos_state 1 too? Or am I am confusing it with something else?

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Re: Understanding "pos_state"

Post by John Adams » Fri May 08, 2009 9:27 pm

I think if the objects are not even visible to the player (never sent by the server to the client), then no - you will never get them unless you are doing the quest. If that's the case, we should be getting them to populate (if they are in the raw data).

pos_state = 1 has had some odd behavior in the past. It's probably right-on as far as what SOE is sending, collector is collecting... but like Treasure Chests in my example above. They are temp spawns, yet they have a pos_state of 1, and do NOT get populated. If I force the pos_state to something else, they pop fine.

I've had some NPCs with a pos_state = 1. I never understood that, so I would force it to 16512 (what many other NPCs pos_state is) to populate them.

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Re: Understanding "pos_state"

Post by Scatman » Fri May 08, 2009 9:54 pm

Well remember those shurbs for the erudite mentor quest that are in the raw_data but do not get populated with -populate? Those were the spawns I was thinking of. Same deal with those machines in Forest Ruins. We have them collected because someone did the quest. I think you even did the Erudite mentor quest.

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Re: Understanding "pos_state"

Post by John Adams » Fri May 08, 2009 10:25 pm

I did do the evil Erudite Mentor quest... but I still do not remember ever having to go "collect" anything. I remember a pestal, and then going to some grate and praying or whatever. Not much more than that. I recall Erudite Mentor being very, very short.

But, I am sure I remember it wrong. Meh.

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Re: Understanding "pos_state"

Post by ZexisStryfe » Sat May 09, 2009 6:53 am

Yes guild halls can have mariner bells...
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Re: Understanding "pos_state"

Post by ruthol » Sun May 23, 2010 2:36 am

no guild hals don't have ther onw mariner bells there is just one for all the guild halls and there very expensive to get one

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Re: Understanding "pos_state"

Post by ZexisStryfe » Sun May 23, 2010 6:18 am

What I ment was that you can buy mariner bells for inside of guild halls.
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Re: Understanding "pos_state"

Post by Eradani » Sun May 23, 2010 7:15 am

When I was using layout files for decorating my guild hall, I discovered you could hide everything in the Packing Crate and when you saved the layout files, the hidden items retained their former positions with a value of true for hidden. You could then do the floor tiles or w/e and then reset all the values to false and your stuff would reappear in it's former position.

Code: Select all

                             -cw      -W   -S   -6
                     x  y  z  cw       E    N    6
ID         unique   EW up NS  rotate  tilt deg  scale hidden name
1692094055,9409831, 10,10,10, 0.00,  0.00,0.00, 6.00, true, "Glacial Scrollstand"
1692094055,9409831, 10,10,10, 0.00,  0.00,0.00, 6.00, false, "Starry Square"
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