MovementLoopAddLocation pause not working

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John Adams
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MovementLoopAddLocation pause not working

Post by John Adams » Tue Aug 12, 2008 4:12 pm

I put 1 second in as the delay (in seconds) and the NPCs seem to pause for 25 seconds. Furthermore, halfway through their wait, they always seem to turn and face NW.
Edit: I think the direction they face when they stop is their spawn heading. So that is probably not an issue. I think I asked for that. ;)
See this behavior on one of my Qeynos Guardsmen set to patrol around the bank.
Btw, I want 0 (zero) delay as an option, unless that is already considered. Looking for fluid motion here.

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Post by LethalEncounter » Wed Aug 13, 2008 2:34 pm

There were two different timers affecting delays so that is why the times are off. I have mostly fixed this and it will be uploaded soon.

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Post by John Adams » Thu Aug 14, 2008 7:31 pm

I set the delay to (0), and while there does not appear to be a delay anymore, there still is - kinda. You see the NPC walk to it's first location, then on my client it stops for like a second, then warps 10' in front of itself as if the server didn't think it actually stopped.
Can this be tweaked, too? Or is this getting too finnicky? heh. Check out the patrolling guard around the bank for an example.

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Post by John Adams » Wed Nov 26, 2008 5:04 pm

I'd still like to see a delay of zero really mean no delay. Even though it is 1s or less, it throws off the mojo of the motion to have all your critters stop, face north, then continue on their path.
I'm goin for "flowy" here. ;)

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Re: MovementLoopAddLocation pause not working

Post by John Adams » Thu Mar 25, 2010 8:40 pm

Hey Zexis, looky here!

/bump

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Re: MovementLoopAddLocation pause not working

Post by ZexisStryfe » Thu Mar 25, 2010 8:57 pm

I was sleeping and not looking at my console! :wink:
~ EQ2 Emulator Project Manager

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Re: MovementLoopAddLocation pause not working

Post by Scatman » Sun May 09, 2010 9:28 pm

I just got out of bed because I thought of a good algorithm SHOULD make movement work perfectly. I'm writing a test program locally to test it out and if it works I'll code it into spawn movement tomorrow after work.

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Re: MovementLoopAddLocation pause not working

Post by Scatman » Mon May 10, 2010 9:57 pm

Hey guys. I spent all day completely rewriting the movement code. The good news is I got the movement loops working perfectly. 0 delay loops are actually 0 delay. The bad news is, I have to do some work on combat and stuff now since I broke the movement for that. But it's definitely coming along nicely. The other bad news is I'm going to Cancun on Wednesday so I probably won't be able to finish this until late next week when I get back. Sorry =/ I'm trying to get more commits out but I really wanted to tackle this movement problem. The combat stuff honestly shouldn't be hard to fix so I don't expect it to take much longer than from when I return next week. Just giving you guys an update ;)

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