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Question - Nq2 Nav and Bodies of water

lukenbill941

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Joined
Sep 14, 2006
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So I loaded up MQ2 Nav then made my New mesh and it works like a dream, except when I need to pull a mob in the water in Aalishai. It will have my puller go in the water as intended but then the puller
simply gets stuck in the water in a loop until he dies. Tried it multiple times and everywhere else the Mesh works great. Any advice?

P.S. you cannot pull mobs in the water unless your in there with them.
 
the game sucks with mobs in water - there's no real good way to pull with mq2nav in water
 
Kiss pulls fine when pulling mobs on land into the water, never really tried the other way around, but it should work. The thing I found that caused the most problems was the path to get to and from the mobs. I always had to mark out areas for the puller to pull around so the puller wouldn't get stuck trying run out of the water. Big Rocks, Sharp drop-offs all have to be avoided and make sure you drop Levitation. Levitation is the Debil when it comes to transitioning from land to water.
 
hmm maybe we can convince someone to make code so we can tell /Nav "hey this is water do this" and then we wouldn't have to worry about levi too much. might even have it on more.
 
hmm maybe we can convince someone to make code so we can tell /Nav "hey this is water do this" and then we wouldn't have to worry about levi too much. might even have it on more.
@brainiac would be able to speak to that.

And to piggyback on what ctaylor said - pulling from land into water does work fine - pulling from water to land is real iffy most of the time - particularly if it is a small pool of water - like in Aalishai south end pools
 
MQ2Nav is 2D mesh, it doesn't account for the up and down of things. I discussed this briefly a while back with Brain and unless something has changed, MQ2Nav follows the grounds Z Axis and doesn't care if you're in water, or lava, just creates a path along the ground. So sharp drop offs/rises in the terrain will cause unreachable areas. Such as zoning from stoneroot falls into the zone adjacent where there is an underwater city type thing going on in my Anniversary Fishing macro where I had to use MQ2MoveUtils to provide a Z-Axis for it to /moveto, but assuming a path can be found to the mob, and away from the mob then it's not currently feasible to pull into or out of water.

With that said I recall seeing some Me.FeetWet code in KA in an attempt to account for the situation where the mob is underwater and you are not. I hope this help clear up some of the information. While not a solution, it at least explains the mesh a little better perhaps.
 
The code in MQ2Nav compensates for the Z access underwater. The way it does it, is by changing your look position. Once MQ2Nav determines you underwater it will continually look at the mob, so if your at the bottom and the mob is suspended somewhere around the surface, As you move closer you will ascend as you go gradually running right into the mob. Test it out sometime.

The biggest problem with water is getting into the water. There is nothing in place to force you under the water when transitioning from land to water.
 
There is a slightly different problem at times. For instance, in Skyfire (Kunark) if you have to run across/through lava from one side of the lava river to another, inevitably you get caught in a nav loop (where the character flips back and forth) and with enough time in that loop your character dies from lava burns.

You have to /nav stop to get them out of the loop to dry land and start the nav again. Fine if it's just 1 character, but if it's six or more characters, it's a PITA.

So there's some kind of pathing error. I suspect it's because you are 'floating' in the water/lava and there's a closest to Z plane issue that causes the loop. If there could be a detection of Me.FeetWet (per ctaylor's comment above), and then "go underwater" or "underlava" then the pathing would likely continue unabated.
 
@joojoobee That might be doable. There is already a check for the Me.FeetWet, but the problem lies in the transition between land and water. I remember when testing this if you have Levitation on and knee-deep in the water Me.FeetWet returns false. You have to be submerged past your waist before Me.FeetWet returns true. But even then you can't /range anything below the surface. Now the Z plane transitions from the land to the bottom, of the body of water/lava, so the mesh isn't the issue, but the running of the path that has been determined by /nav. May want to mention this to @brainiac and see if there is some way that Nav can compensate for transitioning from land to water.
 
Yes... the issue seems to be that there are really 3 movement-capable states. 1) Feet on the ground. 2) Levitating. 3) Floating in water/lava.

For #3 there seems to be "swimming on top of liquid" and swimming underwater-- which is kind of like levitating, but also different.

For some reason floating in water "movement" can't deal with the XY plane movement of MQ2nav. Just as we all have problems moving in water, the pathing commands in liquid keep looking for the closest XY position and cycles a flip/circle the position.

I think the answer is once "feetwet" is detected, something that forces you fully underwater would be the key. Once fully under... it's not a problem as transition from water to land is rarely an issue unless there's a physical obstacle.
 
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Nav has issues period with the water in ember. Cometome, easyfind, whatever, if it traverses over/into those little pools it will just pace back and forth. Learned to not use it much in ember.
 
Question - Nq2 Nav and Bodies of water

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