Odd that reentering the same values worked but glad you got the callbacks working.
As for not moving in the callback it almost sounds like the spawn doesn't produce the packets to make it move on the client but it moves on the server. Not sure what would cause that off hand...
NPC Movement
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Jabantiz
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- Ememjr
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Re: NPC Movement
looks like that movement needs some work, spawn is turnign around after getting to location, but need seemless
i think thinks would work alot smoother if we were able to move like the movement loop one, and have an option to turn it off
something like this
MovementLoopAddLocation(NPC, -233.71, -1.32, -78.60, 1 , 5)
MovementLoopAddLocation(NPC, -199.22, -1.30, -65.10, 1 , 5, "Cancel")
function cancel(NPC)
cancelmovementloop
end
or a AddMoveToLocation() caommand
that would have the location removed after it arrived so it would not loop
i think thinks would work alot smoother if we were able to move like the movement loop one, and have an option to turn it off
something like this
MovementLoopAddLocation(NPC, -233.71, -1.32, -78.60, 1 , 5)
MovementLoopAddLocation(NPC, -199.22, -1.30, -65.10, 1 , 5, "Cancel")
function cancel(NPC)
cancelmovementloop
end
or a AddMoveToLocation() caommand
that would have the location removed after it arrived so it would not loop
- Ememjr
- Team Member
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Re: NPC Movement
ok i was playing with this, in order to use MovementLoopAddLocation(NPC, -199.22, -1.30, -65.10, 1 , 5, "Comment",1) by adding an optional parameter that defaults to 0
now what i wnat to do is if the optional 8 parameter is set to 1, then in the ProcessMovment() when it moves to that location, if parm 8 ==1 then remove that location from the movement loop
but
i am not sure if this is the proper command to do that
now what i wnat to do is if the optional 8 parameter is set to 1, then in the ProcessMovment() when it moves to that location, if parm 8 ==1 then remove that location from the movement loop
but
i am not sure if this is the proper command to do that
Code: Select all
movement_loop.erase(movement_loop.begin()+movement_index);- Ememjr
- Team Member
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- Joined: Wed Mar 15, 2017 9:41 am
- EQ2Emu Server: Perseverance
Re: NPC Movement
so i have answered my one question about the command, that location was removed , and ingrid just walks back and forth between 2 locations not 3 anymore
but
here is the orderby location
1,2,3,1,2,3,2,3,2,3,2,3
when setting the second location to get removed
the order is
1,2,3 and ingrid stops where she should, but there is a pause between stops
here is where i added the remove code, is there a faster way or more appropriate place to add( in ProcessMovement
Code: Select all
MovementLoopAddLocation(ingrid, -2.48, -1.78, -9.14, 1, 0 , "",1)--location1 get removed
MovementLoopAddLocation(ingrid, -2.07, 1.21, -14.71, 1, 0 , "")--location2
MovementLoopAddLocation(ingrid, 1.80, 1.21, -13.71, 1, 0 , "")--location3here is the orderby location
1,2,3,1,2,3,2,3,2,3,2,3
when setting the second location to get removed
Code: Select all
MovementLoopAddLocation(ingrid, -2.48, -1.78, -9.14, 1, 0 , "",1)--location1 get removed
MovementLoopAddLocation(ingrid, -2.07, 1.21, -14.71, 1, 0 , "",1)--location2 get removed
MovementLoopAddLocation(ingrid, 1.80, 1.21, -13.71, 1, 0 , "")--location31,2,3 and ingrid stops where she should, but there is a pause between stops
here is where i added the remove code, is there a faster way or more appropriate place to add( in ProcessMovement
Code: Select all
else
AddRunningLocation(data->x, data->y, data->z, data->speed);
// reset this timer to 0 now that we are moving again
boolean doiremove = data->remove;
if (doiremove == 1) {// added by ememjr to remove a location
movement_loop.erase(movement_loop.begin()+movement_index);
}
movement_start_time = 0;
}
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