• You've discovered RedGuides, an EverQuest multi-boxing and scripting community 🧙‍♀️⚙️. We want you to play several EQ characters at once, come join us and say hello! 👋

  • A TLP without truebox has thawed (Very Vanilla ready)
    Frostreaver

Problem - Removing Trees in a mesh

Jalerian

Well-known member
Joined
Jul 14, 2016
RedCents
687¢
Howdy everyone,
I am having trouble getting stuck on some trees. The zone in question is The Grounds. I took a look at the mesh in the mesh generator and I don't see any of the trees in the displayed mesh. How do I get them to show up in the mesh, so that I can put a no walk zone around them? I read something that mentioned I have to head to the zone and remove them there, but there were no other details that made sense to me.

Also, I can't seem to get the mesh to display in game. Don't you just open the nav ui with /nav ui and click on render mesh? Nothing shows up for me in the grounds.

Thanks!
 
unfortunately this is a manual process of cross referencing your locs and in-game map, right now there's not a real easy way to do that

you can't have the mesh display in game atm, haven't been able to since the dx12 change
 
So, that is why I have to go to the zone...to gather the locs around the tree to then enter into the mesh generator? So no way to see if it worked other than running around in game because you can't see the mesh in game anymore? Bummer.
 
Howdy everyone,
I am having trouble getting stuck on some trees. The zone in question is The Grounds. I took a look at the mesh in the mesh generator and I don't see any of the trees in the displayed mesh. How do I get them to show up in the mesh, so that I can put a no walk zone around them? I read something that mentioned I have to head to the zone and remove them there, but there were no other details that made sense to me.

Also, I can't seem to get the mesh to display in game. Don't you just open the nav ui with /nav ui and click on render mesh? Nothing shows up for me in the grounds.

Thanks!
theres a lems someone created if you look in the lems section its called unstuck
 
So, that is why I have to go to the zone...to gather the locs around the tree to then enter into the mesh generator? So no way to see if it worked other than running around in game because you can't see the mesh in game anymore? Bummer.

It used to be you could show the mesh in game and then edit it in the editor and see almost in real time where you were making the edits around trees and bushes. But now, since you can no longer see the mesh in game it has become 1000x harder to make a good mesh where you aren't getting stuck in trees and bushes. :(
 
use swerve event

Code:
local mq = require('mq')
local check_interval = 3000
-- Do not edit this if condition
if not package.loaded['events'] then
    print('This script is intended to be imported to Lua Event Manager (LEM). Try "\a-t/lua run lem\a-x"')
end
local function on_load()
    -- Perform any initial setup here when the event is loaded.
end
---@return boolean @Returns true if the action should fire, otherwise false.
local function condition()
    -- Implement the condition to evaluate here.
    local result = false
    local startx, starty, endx, endy, diffx, diffy
    startx, starty = mq.TLO.Me.X(), mq.TLO.Me.Y()
    mq.delay(check_interval)
    endx, endy = mq.TLO.Me.X(), mq.TLO.Me.Y()
    diffx, diffy = math.abs(endx - startx), math.abs(endy - starty)
    if mq.TLO.Nav.Active() and (diffx < 5 and diffy < 5) then
        result = true
    end
    return result
end
local function action()
    -- Implement the action to perform here.
    print('Attempting to get unstuck!!!')
    mq.cmd('/nav pause')
    mq.delay(250)
    if mq.TLO.Switch('nearest').Distance3D() < 10 then
        mq.cmd('/doortarget')
        mq.delay(100)
        mq.cmd('/click left door')
    else
        mq.cmd('/multiline ; /keypress back hold ; /timed 10 /keypress back')
        local random = math.random(1,2)
        local direction
        local english
        if random == 1 then
            direction = 'STRAFE_LEFT'
            english = 'left'
        else
            direction = 'STRAFE_RIGHT'
            english = 'right'
        end
      
        mq.cmdf('/multiline ; /keypress %s hold ; /timed 20 /keypress %s', direction, direction)
        mq.delay(250)
        mq.cmd('/nav pause')
    end
end
return {onload=on_load, condfunc=condition, actionfunc=action}
 
Problem - Removing Trees in a mesh

Users who are viewing this thread

Back
Top
Cart