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huge, thank you so much. Now we can get started with the community nav mesh project!
This is awesome!!! I can't wait to try this!
I'm traveling and won't get to try this for a day or two, but can anyone mention if the ISBoxer weirdness is still a thing in this version?
Just started playing with this so I have a lot to learn. I made a mesh file for Frontier Mountains in EoK, this has lead to a couple of questions. As you will see in the attached image that when I open the Frontier Mountain zone in the mesh generator the file seems to include almost 2/3 empty space. Is there anyway to remove the empty space?
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The other question I have is; I normally use kissassist pullertank and let it decide who is in range to pull ect. When I set up today MQ2Nav didn't recognize the fence next to me as an object which could not be passed through. Is there any settings I can adjust in the mesh to cause MQ2Nav to see this as solid wall it needs to go around?
Thanks!
I had an issue with the old version in katta (new kata zone). In the northwest corner I believe was a gazebo type structure. It was where then named mud man spawned. When I was using the mesh with default settings the bard would run into the base of the structure and get stuck against the wall. He would always try to path through it instead of around it. The base of the structure was about as tall as my bard. I was able to fix it by adding lev. This was the previous version but sounds kinda like what he's describing with the fence.
Thanks for the insight into the bounding box controls! As for the fence it's in Frontier Mountains - the one I'm referring to is at 3350, 3895, 191 and runs east to west. I've included an image below for reference:
To be more specific about what it is happening, the puller locates the nearest mob, which is on the other side of the fence. MQ2nav gives the message Invalid nav destination: x, y, z, the puller than moves slightly and tries to pull the same mob. Not even sure if this is solely related to the MQ2nav update or not, just suspect it as using the old MQ2Nav the puller plotted a path through the open gate in the fence if it was pulling from inside.
I really like this new version, Thanks for all your hard work in bringing it to us!
/nav ${CampXLoc} ${CampYLoc} ${CampZLoc}
/nav locxyz ${CampXLoc} ${CampYLoc} ${CampZLoc}
/nav ${Spawn[${MyTargetID}].X} ${Spawn[${MyTargetID}].Y} ${Spawn[${MyTargetID}].Z}
/nav locxyz ${Spawn[${MyTargetID}].X} ${Spawn[${MyTargetID}].Y} ${Spawn[${MyTargetID}].Z}
Is there a way to make it open doors along the path?
I did /nav target in pok for spell vendor. It ran correctly up the ramp but got stuck on the closed library door. when i opened it it got to the vendor correctly.
My test run on my wiz from guild lobby entrance up the ramp all the way to the wizzie vendor in the library was successful. it could never do that before. Only problem was he got stuck on the door but i opened manually and nav finished running him to the vendor.
Any chance this version will work with ISBOXER?
haha YES. that was one of the test runs I was using while doing work on improving the pathing.
- - - Updated - - -
I fixed a bunch of issues and was able to get ISBoxer and MQ2Nav running together on my machine. Looking for independent confirmation but I believe it should work now.
I build mesh wrong, I miss a line somewhere to change for kiss? I'm getting this in FM when trying to pull some mobs. It pulls like normal but after every kill it spams this, waits a sec then seems to choose a new mob and pulls.
Donated!!