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MQ2Navigation

nod77

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Joined
Aug 6, 2012
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Shadows91 over in the main MQ2 forums posted this but, his download link is dead and it looks like he left game. The thread isn't being updated anymore. This is some awesome code and it seems a shame for it not to be maintained. I found a shared link to it below but, unfortuanatly I'm brand new to writing code and it's currently beyond my capabilities. It's dated 10-19-2011 so, it's not too old maybe someone here can get it running and share the updated source?

This plugin uses functions from Recastnavigation and AZone2 to create a reduced mesh representing traversable geometry and locates the shortest path between two points. It also utilizes certain functions from MQ2EQDraw v. 20100328 for object clicking

Plugin Usage (MQ2Navigation):
Commands
/Navigate target - move to your target
/Navigate X Y Z - move to location (X,Y,Z)
/Navigate stop - stop movement
/Navigate item - move to your ItemTarget
/Navigate item click - move to and repeatedly click your ItemTarget (Useful for ground drops)
/Navigate item click once - move to and click once your ItemTarget (Useful for Forges, Pottery Wheels, etc)
/Navigate door - move to your DoorTarget
/Navigate door click - move to and repeatedly click your DoorTarget (Useful for zone doors)
/Navigate door click once - move to and click once your DoorTarget (Useful for scripted doors)
Top-Level objects
${Navigation.Active} - (Boolean) TRUE if moving to a destination.
${Navigation.MeshLoaded} - (Boolean) TRUE if successfully loaded a navmesh for the current zone.

GUI Usage (EQNavigation):
1.Build and Save a Zone
After building the 'EQNavigation' solution file (in the 'EQNavigation' folder), run EQNavigation.exe and do the following:
1.Click the 'Choose Zone...' button to open the zone list.
2.Select a zone from the zone list to load the geometry.
3.Modify the build settings accordingly.
4.Click the 'Build' button once the zone has fully loaded.
5.Click the 'Save' button once the zone has fully built.

2.(Optional) Test the pathing output
After successfully 'building' a zone do the following:
1.Hold the right mouse button and move your mouse around to rotate the camera.
2.Use W, A, S, and D keys to move the camera. (Optionally hold SHIFT and/or ALT to boost the camera's movement speed)
3.Shift+Left click to place the starting point.
4.Left click to place the 'end' point.
If both the start and end points are on the navmesh (the blue area), a red line will be drawn marking the solution path.

Things to note:DoorAdjustments.txt must be placed in your MacroQuest2\Release folder

As well as attaching the file to this post, I thought I should share the download link I got it from;
http://www.2shared.com/file/PYLcUvAB/MQ2Navigation.html

Link to original thread. (it's VIP forums so you'll need a membership);
http://www.macroquest2.com/phpBB3/viewtopic.php?f=31&t=16804&start=30

-nod77
 

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I have tried to contact this guy before via the mq2 and eqemu forums but never heard back from him. Will take a look at it.
 
that would be awesome! especially for when your trying to run 3 3 chars through multiple zones!!
 
Is it me or is EQNavigation.exe probably TestEverquest.exe redone :) might be useful for exploring new zones before expansions come out.
 
Updated plugin. Now it accepts a optional stopping distance for targets and locations. No longer will your /navigate target put you on top of the target.

Rich (BB code):
Brings you withing 20 feet of target
/navigate target 20

Brings you withing 10 fee of target (default)
/navigate target

Puts you on top of target (previous behavior)
/navigate target 0

Brings you within 20 feet of x y z location
/navigate x y z 20

Brings you within 5 feet of x y z location (default)
/navigate x y z

Puts you on top of x y z location (old behavior)
/navigate x y z 0

Maskoi you have also have updates source. Any issues let me know.
 

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Nice Job will make some stuff in kiss easier than having to calculate everything in the macro.
 
i cant seem to find any information on saving waypoints i keep getting stuck on trees is there a way to set paths around these things?
 
/navigate recordwaypoint name
Rich (BB code):
  /navigate recordwaypoint guildhall
/navigate waypoint name
Rich (BB code):
  /navigate waypoint guildhall
 
Is there a way to use this with kiss to help with puller getting stuck?
 
kiss only uses the normal /nav it doesn't support waypoints nothing keep it simple stupid (kiss) about that. Generate a better mesh, make sure your have levitate up if possible.
 
Does anyone know what the "create off-mesh links" function does. Seemed to allow for creating waypoints to use, but frankly I can't tell other then creating purty pink lines.
 
I just did a mesh for a zone Im currently spending a lot of time in.. and i did the smallest most detailed setttings i coudl took about an hour... now its telling me mq2navigation no start reference.. I didnt click on th emap or anything but playing with it today i noticed when you click ont he map you can make start and end points.. do you need to put those on the map with your cursor before saving it, if so does it matter where?

and if so Can i re-open the .bin it creates to put them in caus eive been trying to open with then select the program but it just auto closes after
 
you have to make sure the cell side isnt too small. after rendering the entier zone have to be cover. if its too small it will miss alot of the zone so play with the cell size 1.5 works well it most zones if larger zone i go to 1.75 if smaller zone you can try 1.0. but after render EVERYTHING on the map has to be blue
 
Ahh okay, so why does the super tiny cells do that, I would have thought that the smaller cell meant it could get more detail out of the little things in the zone.. go figure learn something new every day!
 
MQ2Nav is a Frankenstein plugin made up of pieces from 3rd parties, EQEMU, MQ2VIP the fact it works at all is amazing. It is really hit and miss on some zones and unfortunately that's just the way it is.
 
Smaller squares does mean more detail, but I'm pretty sure there's a hard limit to the amount of mesh points it will generate. I did some modifications to the mesh-generation code once (to get rid of the mesh points at absurd z-values), but I didn't think about looking into a size limit. The code is more spaghetti (and procedural) than I'm used to (and I program in the science community -- non-programmers screwing shit up at it's finest), so it's hard to figure out what is happening sometimes. I'll have to look at it again. Doubt anything comes of it though...
 
thanks so what would be optimal settings?

It would be different per zone. The main idea would be to get as close to the maximum number of vertices in each zone without going over the hard cap. I'll look at the code a bit after the game.
 
Is the attached in the first post the latest source for MQ2Navigation? I'm not a VIP member on the Macroquest forums so I can't check there.
 
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MQ2Navigation

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