taultunleashed logo~Zoning~ Harvest Bot : EverQuest 2 Premium Discussions - Page 2
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~Zoning~ Harvest Bot : EverQuest 2 Premium Discussions - Page 2

Posted: April 29th, 2005, 6:45 am
 
simucal
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the new harvest bot 1.45 detects unreachable nodes after 10 or 15 attempts and marks it as bad. So that wont be an issue. What I seem to be having trouble with is using the NavigateXY function with any good result. I have the loc of the door from /loc and I manually input those into a script and force it to navigate to that loc. However, I run nowhere near that loc and end up running into a wall in a different direction. I am unsure of what I am doing wrong and maybe the issue is just on my side. Obviously the NavigateXY function works for me in the harvest bot because I run accurately to each node. However, if I try to setup manual /locs for the waypoint function of the harvest script, or like I said.. manually input a NavigateXY in a test script.. I go nowhere near where I am suppose to. For this reason I cannot use the waypoint system or get this damn zoning thing to work.


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Posted: May 4th, 2005, 6:52 am
 
twilightadmin
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I figured out how to interact with any object in-game via the command line. The problem is ghost ID#s. Ghost IDs change every time a given zone spawns. In 'persistent' zones, this is not a problem- once you get the ID, its valid until the next time the server reboots. However, in instanced zones, they are going to change on you every time you enter the zone. So, for example, I can (and have) made a simple macro using the in-game macro tool to enter my apparment, but I have to use more traditional methods to leave, as the ID for the door in my appt. changes every time I go in. Will post specifics in a seperate thread.


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Posted: May 4th, 2005, 7:33 am
 
redman
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Door zones are a bit trickier in general.

The question is, what part of the door is it's anchor... when we see the door on the radar it's a single point, not a rectangle/line.

In EQ1, the location of a door was it's pivot point.

I wonder if doors have a "heading" which would show it's orientation? If you have the pivot point, and that heading you could calculate a place to stand and a direction to face.

Actually, some zones are double doors so you could use the pair of them to orient yourself.

RedMan


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Posted: May 5th, 2005, 9:10 pm
 
quietlurker
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simucal";p="63351 (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))):
You are incorrect about that, I zone in and out of CoD now, over and over.

The object we need to interact with is the door to zone.


This actually appears to be a bug on the part of SOE. I traced this back to entering CoD for the 'Treaty for Treasure' scroll. If you enter with that quest, even if you have CoD access normally, when you exit, the 12hr timer is present. Sorry for the confusion.


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Posted: May 9th, 2005, 6:46 pm
 
thadious
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Just wondering if anyone had this working yet? Sounds like it could be very useful, I use this technique all the time manually, would be great to automate. If someone has a working version we should post it.


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Posted: May 10th, 2005, 5:35 pm
 
simucal
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The script I posted at the begining would be "close" to working if the Navigate function would actually take the character to the coordinates it is suppose to. I dunno.


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