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Question - How do you set pull routes for the puller ?

adfallon68

New member
Joined
Mar 13, 2014
RedCents
How do you set the puller to pull certain routes / areas ? Mine keeps getting stuck on objects like rocks / trees / etc and eventually gets pinned and dies when I'm afk. Is there a way to define where they should path / run through to agro mobs ? Thanks for any help. I have everything else clicking well. This is a big hangup for me atm.
 
Make sure you have the most recent directX for MQ2Nav to work correctly. Having it won't always save you, but it does work great.
 
Boy MQ2Nav sure does work great ! Thanks so much for posting the link. The walkthrough is very well done. Now that I have generated mesh files for a few zones, I'm wondering if anyone knows how to specify certain routes to run ? I'd like to try and customize the pull routes some so it's not just a random event out from the start point.
 
It seems like every time someone asks this question the forums get quiet. I would love to know how to maybe edit the mesh and block out areas that are impassable and not being picked up by Mq2Nav or make custom routes that I can run and still use Kiss. I haven't actually spent any time on the mq2 boards so maybe that is the place to look.
 
Boy MQ2Nav sure does work great ! Thanks so much for posting the link. The walkthrough is very well done. Now that I have generated mesh files for a few zones, I'm wondering if anyone knows how to specify certain routes to run ? I'd like to try and customize the pull routes some so it's not just a random event out from the start point.

You can't set paths with MQ2navigation. That's not what it's for. The point of MQ2Navigation is to take two points on the map and automatically find the best route between them given the terrain (side note: it's not random -- KA looks for close range mobs, and then MQ2Nav figures out the path from where you are to where the mob is, which is deterministic). If you want to pre-record paths and replay them, then use MQ2AdvPath, but that is less than useful when it comes to pulling mobs (and doesn't have any implementation in KA, for good reason).

It seems like every time someone asks this question the forums get quiet. I would love to know how to maybe edit the mesh and block out areas that are impassable and not being picked up by Mq2Nav or make custom routes that I can run and still use Kiss. I haven't actually spent any time on the mq2 boards so maybe that is the place to look.

As far as editing the mesh, that's very doable. Check out Wolfborn's very informative post as a starting point:
http://www.redguides.com/community/showthread.php/27144-Newbie-guide-to-using-MQ2Navigation?p=210090&viewfull=1#post210090
and then play with things to get what you want. The paths tool (start/end) in EQNavigation is only there to figure out what route your character would take in game; it doesn't make routes for you. The frontend simply uses ReCast, so it's not new or a unique implementation. Maybe you can do a bit of research and figure out stuff that others haven't had the time to do (I usually look at the EQNavigation code to figure out how it does stuff, maybe that could be helpful)!
 
Open EQNavigation
Select your zone
Build your mesh but don't save it yet.
Select show tools under properties in the top right corner.
Menu should have popped up. Select/click Create Tiles under tools.
Hold down the shift key and Left Mouse Click any tile you don't want to navigate on your map to remove it . The tile will turn from blue to grey.
After removing all the tiles you want save the mesh.

Mq2navigation will not recognize any tile you removed and will try to navigate around it.
 
Open EQNavigation
Select your zone
Build your mesh but don't save it yet.
Select show tools under properties in the top right corner.
Menu should have popped up. Select/click Create Tiles under tools.
Hold down the shift key and Left Mouse Click any tile you don't want to navigate on your map to remove it . The tile will turn from blue to grey.
After removing all the tiles you want save the mesh.

Mq2navigation will not recognize any tile you removed and will try to navigate around it.

Way to remove the fun of playing around with stuff! (Really, good info though...) Another thing to note is that certain things that your character can get stuck on won't show up in the zone meshes, so you might have to do some concurrent mesh editing with your EQ instance open to make sure that that tree or rock you get stuck on is actually removed.
 
Question - How do you set pull routes for the puller ?

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