LavishNav for VGCraftBot

spudman

Active Member
dyeman said:
I did every suggestion you made, and yet I still cannot get the bot to walk through a door/open it properly. Help! :(
Details!? Yelling Help without telling us EXACTLY what it's doing or not doing doesn't do much good.

One possibility is you have an errant connection, like I detailed in my Edit of 4C. If you have one, then the bot is probably skipping your door points and trying to directly go somewhere. Did you change that as well? Do you have excel? Can you map out your map and see if there are any long lines connecting points that shouldn't be? Turn Debug On and tell us what it's saying when it tries to head to the door. If you have debug on and it starts pathing through door points it spams you pretty bad about them, so if you're not seeing anything about them, then it's probably not pathing through your door points. If it's coming up saying it's found a path with 0 hops, then it really hasn't found a path (and in turn your navigation file isn't set up properly) and it then results to trying to go directly to the target.

Are you in First person?? That's pretty much a requirement for doors and such.

The only other problem I've run into is on an older machine of mine that lags, there is code in there to remove connections if it runs into something, then it can't find paths to places that I know I 'had' paths to.
 

dyeman

Active Member
Sorry I was really drunk and too lazy to explain at that time. However I redid my entire map since the bug was "no map to crafting table" because it couldn't get through the door. I made the same map but put the bot in first person and it goes through the doors just fine. I just hadn't seen / heard of putting the bot in first person :-x. Thanks!
 

dyeman

Active Member
spudman said:
The only other problem I've run into is on an older machine of mine that lags, there is code in there to remove connections if it runs into something, then it can't find paths to places that I know I 'had' paths to.
This is what is happening now, and it is somewhat frustrating as I have to redo my entire pathing after an incident like this :( -- Anyway to remove this code?
 

spudman

Active Member
dyeman said:
This is what is happening now, and it is somewhat frustrating as I have to redo my entire pathing after an incident like this :( -- Anyway to remove this code?
Go into craft-bnavobjects.iss and search for 'remove'. put a semi colon in front of any line that has remove in it (and doesn't already have a ; ). Should be 3 of them that aren't already commented, something like CurrentConnection:Remove, change to ;CurrentConnection:Remove.

And I agree, it is frustrating, especially after I've spent a lot of time making my map files and then all of a sudden they don't work because of a lag spike. I actually suggest you back up your map files once you get them working nicely. I'm pretty sure the bnav code was originally intended as more of an adventuring type mapping, where a lot of these things would make more sense, but with crafting and 'precise' pathing, I don't like it making decisions to remove something for me.
 

erik467

Active Member
spudman said:
Updated mapping program in excel. I looked at doing this in some other more generally available program, but it would then probably have to be graphics based or something else (if people have suggestions I can look at doing it in something else). At work we are an MS shop, so this worked out easiest for me. Plus the boxes and connections are objects on the spreadsheet, so if you see a bad one, you can select it on the spreadsheet and see the name of that box in the control dropdown (upper left), which then makes it easy to find in the xml file to correct.

I'm posting the actual spreadsheet this time (hopefully i got rid of most of the metadata), and also the module and instructions if you want to create it yourself. (I wouldn't trust other peoples macros without looking them over either).

Basically click the command button and follow the instructions.
a) it will prompt for your navigation map xml file (these are located in scripts\vgcraft\vgpaths)
b) it will ask for a scale value (10 is default, lower makes bigger maps, higher makes smaller maps)
c) after mapping, if there are orphaned points it will tell you
d) after mapping it will ask if you want to draw connections
d2) it will ask if you want arrowheads on connections.

Key:
Green box : everything appears to be ok
Orange box : door points that something isn't right on (it's possible named points such as taskmasters, etc will show up as orange - this isn't a big deal)
Blue box : proper door points
Red box : conneciton issue - usually no connections or orphaned boxes

There's screenshots of a portion of my leth nurae map with problems and then fixed. How to fix most/all of these problems are contained in previous posts in this thread or in posts on the vgcraftbot thread.

<EDIT> If you set this up manually, IGNORE step 9, you don't need to change any of the code anymore

I cant get this to work. Has tried with Vista and XP and Office 2k7, 2k3 and 2k on both platforms.

I get some visual basic error and this row is highlighted:

Code:
If CLng(subnode.nodeTypedValue) < lowX Then
Any idea what this can be?
 

spudman

Active Member
Tiamtt07 said:
I m getting the same error

If CLng(subnode.nodeTypedValue) < lowX Then
Any possibility either of you could post a link to one of the map files your having problems with and I can take a look at it? It's probably something I haven't ran across yet in my testing.
 

spudman

Active Member
erik467 said:
I cant get this to work. Has tried with Vista and XP and Office 2k7, 2k3 and 2k on both platforms.

I get some visual basic error and this row is highlighted:

Code:
If CLng(subnode.nodeTypedValue) < lowX Then
Any idea what this can be?
What is the actual error message or number for those that are getting it? I tried all of Erik's files on excel 2k and 2k3 and they all worked fine for me (and yes there are issues in each of your files Erik).

I'm wondering if it's a library thing. Go to Tools -> Macros -> Visual Basic Editor.
Then do Tools -> References. Do any of those say that they are missing?
 

spudman

Active Member
I'm thinking it might be a patch thing.

Try this and see if at least the error happens on a different line.

<Edit> Removed attachment, it had nothing to do with the problem.
 
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spudman

Active Member
erik467 said:
Same row for me. Trying with Office 2k7 now on Vista
Are all of you having the problem using non-english office, or non-english regional settings? I know erik is.

<EDIT> OK, I finally duplicated the error and it 'does' appear to be regional settings. Just go to control panel and change your regional settings to english, then run the spreadsheet and when you're finished change it back to whatever you had it at. I'm not sure of an easy way to program around it, since clng uses the regional settings to determine whether a decimal point is a "." or a ",". Kind of crappy to give an overflow error either way, but hey it's MS.

See if that works.
 
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Paardje101

Active Member
Does anyone have a good working map for Tar Janashir for an artificer ?
I tried making a good map for it and took my time for, in the end I didn't have any bad connections or door points or red boxes. But still at the second door to the artificing table he will get stuck. Also when he stands behind the table and needs to get WO's, I get Collision Check True and he start waiting for the npc to come. When not being able to go trough the door, he start crafting trough the wall too.

I tried to take a picture of the map boxes in the excel program from spudman but it exceeds forum limit's.

Does anyone have some tips or has a good working map there ? I tried all the tips also like doing vertical/diagonal in the general area etc.

So don't know why it messes up. Would appreciate greatly if anyone could help.

P=)
 

djvj

Active Member
Until there is an upgrade of the nav code, I wouldn't bother there. I've tried many times to get a working map there and it always tried to run through the walls. Choose a diff outpost.
 

spudman

Active Member
I am purely a thestran artisan so far, so can't offer any assistance there.

There are several changes that I was thinking of making to the way navigation is handled in this script, but was kind of waiting for Xeon's next release of nav code/1.x version before I went changing anything more than I have.
 

Crillow

Active Member
Heya

After updating everything I could find in this forum I'm getting the current response when I type "runscript vgcraftbot" in the "~ ISXVG" drop down command prompt.

C:/Program Files/InnerSpace/Scripts/./vgcraft/craft-bnavobjects.iss(639): Unexpected end of file in comment

Preprocessing failed on C:\Program Files\Innerspace\Scripts\vgcraftbot.iss

Failed to parse script 'C:\Program Files\Innerspace\Scripts\vgcraftbot.iss

Runscript 'vgcraftbot' failed.

I made all the changes in this forum since I've tested it including the one about the ismapping wasmapping box restart coding. So I'm pretty much completely clueless as to what could've been responsible and I don't really know how or if there's a debug command prompt or if that is in fact the debug message. Just wondering what I could do short of uninstalling and reinstalling to get vgcraft up and running, if anything.

I thought maybe I commented line 639 of the bnavobjects.iss file out wrong or something? So I double checked all the commented marks. Maybe I missed one, I don't know.
 

spudman

Active Member
Crillow said:
C:/Program Files/InnerSpace/Scripts/./vgcraft/craft-bnavobjects.iss(639): Unexpected end of file in comment
Considering your getting to the end of the file before the end of the comment I'm assuming it's this one you didn't do right, since that's the only multi-line comment I suggested...
http://www.isxgames.com/forums/showpost.php?p=7078&postcount=63

Anything between the '/*' and '*/' is considered a comment. make sure you have both a beginning and an ending comment marker and that they are in the proper place.
 

gnits

Active Member
Smyrk said:
I used the outpost in The Infineum Plateaus heavily for Qalian Faction.
Careful if you are a high level crafter and want Kojan faction. The ONLY place to do it if you are too high is the Varryn Dunes outpost with the Kojan Ambassador.
 

Mammo

Active Member
Quick one.

Is there any way to stop the bot turning to face the craft table every time he runs to it? That is irritating and a fairly big give away. I've looked to see if anyone posted a way around that but no luck.
 

Gabbs

Active Member
When the bot is running, i take awhile to map out the area, and sometimes, when after i complete a wo, my char runs a few feet away from the crafting table, targets the taskmaster, but sits and waits for the npc. I map out the entire area that the taskmaster wanders, but sometimes my char doesnt run the mapped out area and waits for him.

Any ideas to help improve this for me plz?

Might it have something to do with the Max WO NPC Distance? I have mine set at 12.
 

spudman

Active Member
Gabbs said:
When the bot is running, i take awhile to map out the area, and sometimes, when after i complete a wo, my char runs a few feet away from the crafting table, targets the taskmaster, but sits and waits for the npc. I map out the entire area that the taskmaster wanders, but sometimes my char doesnt run the mapped out area and waits for him.

Any ideas to help improve this for me plz?

Might it have something to do with the Max WO NPC Distance? I have mine set at 12.
It may. I can't remember exactly how it checks, but it may check to see if the WO Npc is within max distance, then it just tries to move to it directly. I think when your bot just sits there it's because it thinks it's in the best spot to find the WO Npc, but there is not a clear line of site. When that happens I think the bot outputs something like "Waiting for NPC to return" to the debug window. Turn on debug and see if that's the case. It does it to me occasionally, but usually only when it's running after a moving taskmaster. Not sure of a solution off hand.

I wanted to possibly add some code that checks if the taskmaster is moving and if it is, then wait till they stand still before trying to path to them, but I havn't gotten around to it yet.
 

Gameross

Active Member
spudman said:
Updated mapping program in excel. I looked at doing this in some other more generally available program, but it would then probably have to be graphics based or something else (if people have suggestions I can look at doing it in something else). At work we are an MS shop, so this worked out easiest for me. Plus the boxes and connections are objects on the spreadsheet, so if you see a bad one, you can select it on the spreadsheet and see the name of that box in the control dropdown (upper left), which then makes it easy to find in the xml file to correct.

I'm posting the actual spreadsheet this time (hopefully i got rid of most of the metadata), and also the module and instructions if you want to create it yourself. (I wouldn't trust other peoples macros without looking them over either).

Basically click the command button and follow the instructions.
a) it will prompt for your navigation map xml file (these are located in scripts\vgcraft\vgpaths)
b) it will ask for a scale value (10 is default, lower makes bigger maps, higher makes smaller maps)
c) after mapping, if there are orphaned points it will tell you
d) after mapping it will ask if you want to draw connections
d2) it will ask if you want arrowheads on connections.

Key:
Green box : everything appears to be ok
Orange box : door points that something isn't right on (it's possible named points such as taskmasters, etc will show up as orange - this isn't a big deal)
Blue box : proper door points
Red box : conneciton issue - usually no connections or orphaned boxes

There's screenshots of a portion of my leth nurae map with problems and then fixed. How to fix most/all of these problems are contained in previous posts in this thread or in posts on the vgcraftbot thread.

<EDIT> If you set this up manually, IGNORE step 9, you don't need to change any of the code anymore
Any way to get this to work with OpenOffice for those of us without Excel?

http://www.openoffice.org/
 

Cr4zyb4rd

Active Member
Any way to get this to work with OpenOffice for those of us without Excel?
What/how is it breaking? Often you can just replace commas with semi-colons (or is it the other way around?) in all formulas to get Excel docs to open in OO's Calc, but if there's a ton of VB and other fluff going on it can be extremely difficult if not impossible to convert.
 

spudman

Active Member
Gameross said:
Any way to get this to work with OpenOffice for those of us without Excel?

http://www.openoffice.org/
It's entirely VB based, so my short answer is no. The code is not very complicated if someone knows open office well enough. I don't know a thing about OO and whether it has built in scripting functionality or not. If it does, I 'might' take a look at it, but it's a stretch.

Sorry, I work for an ms shop and it's what I had at hand. I also stated before that the reason I used excel was because it actually creates the boxes as objects, so once it's done mapping I can select a box and see the name of it, then go into the xml file and find it. A graphics based program would be tough to duplicate the functionality since it would need labels or something and it would end up being cluttered and useless with 1700+ boxes, unless I made it absolutely huge.

<Edit> I Dl'd open office on one of my comps and it appears to have everything that would be needed to duplicate this, so maybe I'll take a look at it. Can't promise anything
 
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spudman

Active Member
I just noticed today that the station 'locations' are actually stored as 'your' location when you click the 'Craft Station' button (i.e. Me.Location, instead of Me.Target.Location). So if you are using my changes that send you to station locations, I suggest you stand right at the station when you actually click the 'Craft Station' button. Just an fyi.
 

spudman

Active Member
Gameross said:
Any way to get this to work with OpenOffice for those of us without Excel?

http://www.openoffice.org/
Gameross, I'm honestly trying to convert this to OOo, but the program crashes every 5 minutes while I'm trying to dev in it. Crashes while saving, crashes while setting breakpoints, crashes contantly. This is on 2 different computers. I'm getting close, but at this rate it will still be a while.

If you or someone else uses OOo a lot please pm me how to stop the crashes in OOo Basic and I could get it done a lot faster.
 

Gameross

Active Member
spudman said:
Gameross, I'm honestly trying to convert this to OOo, but the program crashes every 5 minutes while I'm trying to dev in it. Crashes while saving, crashes while setting breakpoints, crashes contantly. This is on 2 different computers. I'm getting close, but at this rate it will still be a while.

If you or someone else uses OOo a lot please pm me how to stop the crashes in OOo Basic and I could get it done a lot faster.
Unfortunately, I can't really help you either. I just use it for simple docs, spreadsheets, etc.

Which version are you using? It is/was in beta recently. You tried posting on thier forums?
 

spudman

Active Member
Gameross said:
Unfortunately, I can't really help you either. I just use it for simple docs, spreadsheets, etc.

Which version are you using? It is/was in beta recently. You tried posting on thier forums?
There's no rhyme or reason to the crashes. I searched their forums but didn't find anything substantial. I had slightly better luck on my home machine, but still had it crash a few times. I've got it mapping boxes. I just have to finish the connections and I'll post it.
 

spudman

Active Member
Gameross said:
Any way to get this to work with OpenOffice for those of us without Excel?

http://www.openoffice.org/
viola! What a painful experience this was (and yet interesting). Anyway, here is an OOo version for those without excel. I tried to use OOo's API at first, but found to many shortcomings with their DOM implementation and some other things, so in the end I found some code that allows me to use COM objects so that I could just use MS's DOM implementation and Dictionary object. These functions are marked as 'depricated' in OOo's API, so not sure for how long they will work, but works for me right now on 2.2.

It's very similar to the one in Excel, but if you have a large map, it will seem like it's not doing anything for some time, then all of a sudden it will start mapping. I believe it's during the loading/parsing of the xml file. There also isn't an option for doevents, since there's no equivalent function in OOo. However the way OOo works, it appears to automatically yield execution after each operation, so the end result is that it takes a lot longer to map in OOo then it does in Excel. Lastly, no option for arrowheads, but that's not that big of a deal.

Excel version/Original Post is here
 

Attachments

spudman

Active Member
FYI, The latest version (.99991) redownloads the bnav include and breaks things again (if you want to call it broken), such as removing connections automagically, trying to move directly to wo vendors, etc. you'll have to reapply any fixes I posted.
 

Gameross

Active Member
spudman said:
FYI, The latest version (.99991) redownloads the bnav include and breaks things again (if you want to call it broken), such as removing connections automagically, trying to move directly to wo vendors, etc. you'll have to reapply any fixes I posted.
Why doesn't Xeon add you changes to VGCraftbot? Oh, .99992 just came available.

Thanks for the work on OOO the conversion. I'll check it when I get time.
 

Paardje101

Active Member
The normal excel version off the nvav mapping thing seems ot be broken now since patch, can't get my new made map drawn out anymore, says smth about it being non boxed
 

Xeon

Active Member
Paardje101 said:
The normal excel version off the nvav mapping thing seems ot be broken now since patch, can't get my new made map drawn out anymore, says smth about it being non boxed
HAHA! I R EVL!
 

spudman

Active Member
Gameross said:
Why doesn't Xeon add you changes to VGCraftbot? Oh, .99992 just came available.

Thanks for the work on OOO the conversion. I'll check it when I get time.

It's Xeon's bot, ask him. :) I hope Xeon puts some stuff in and maybe he did, I haven't had a chance to look at everything since the patches. All I know is the code to remove connections was back in because it bit me in the ass today and fubared my map again. That one I wish Xeon would put in.

Part of the whole thing is that Xeon is about to implement a whole new version of mapping/navigation code. Which in some ways I'm looking forward to because I'm hoping for more functionality, but at the same time if it doesn't work 'just right' for me I'm going to dissect that one too. :evil: So not a lot of sense in making a bunch of changes when he's going to change it all shortly anyway.
 

Unicon

Active Member
99991 was crashen alot but 92 some reason i get random crashes with error 0x00000 0x00000 which doesnt make any since.. doesnt tell me what dll or anything is manfunctioning.. anyone else get this?
 

spudman

Active Member
Paardje101 said:
The normal excel version off the nvav mapping thing seems ot be broken now since patch, can't get my new made map drawn out anymore, says smth about it being non boxed
It won't map at all or it's yelling at you that there are non box nodes? Sure it's not becuase it's throwing points into the file when you select a taskmaster? I had code to remove that, so that probably needs to be reapplied.

I probably won't have a chance to look at it in depth until later in the weekend. My bot ran fine today on my old maps.
 

spudman

Active Member
Unicon said:
99991 was crashen alot but 92 some reason i get random crashes with error 0x00000 0x00000 which doesnt make any since.. doesnt tell me what dll or anything is manfunctioning.. anyone else get this?
This thread has only been about the navigation/pathing of vgcb. Post in the regular feedback thread for general issues.
 

spudman

Active Member
Xeon said:
HAHA! I R EVL!
Xeon changed it to using circles instead of boxes. Also selecting a station or wo npc put orphaned points in your map if they are not already contained in a box.

Xeon I would actually label this as a bug. When you choose a crafting station, if that point isn't contained in a box, it adds it as a subnode of universe and then when the program finds a best path to that crafting table it finds that orphaned point as closest to the table, but no connection to it. It either shouldn't put the crafting station point into the nav file (it's really not needed) or else it should add a box/sphere, connect it to the nearest box/sphere and then make the station a subpoint of that box/sphere.

Just my opinion though.

As far as my mapping program, I won't have a chance to edit/update them until next week. So out of luck I guess. I'd backup your old maps and just stick with them for now. They still work.
 

Xeon

Active Member
spudman said:
Also selecting a station or wo npc put orphaned points in your map if they are not already contained in a box.
Nope, all it does it set the Location in your config file. It no longer adds anything to the map files.

However, you should be in mapping mode if you are setting targets, as otherwise it is possible to set your Location "outside" the mapped area... which would be bad.
 

milamber

Active Member
Im still having some issues with the navigation.

1. When two spots are too close to eachother, like working station and supplier, the bot takes a shortcut between them instead of following the mapped route. Even though there's a wall in between...

2. It keeps waiting for WO NPC pretty often even though WO NPC is on the mapped route. It seems to me that it should be checking if the WO NPC is on any of the boxes/spheres and run to that location - and checking while running if WO guy's location is changed.

Next part should probably be in the other thread about vgcraftbot.. but here goes:

I'd love an XML file with saved "recipes" and a way for it to run back and buy fuel when needed. Also perhaps a way to make series of recipes á craft in eq2 ;)
 

spudman

Active Member
Xeon said:
Nope, all it does it set the Location in your config file. It no longer adds anything to the map files.
Only SetRefiningStation() doesn't. All the others (SetFinishingStation(), SetRefiningWorkNPC(), SetFinishingWorkNPC(), SetRefiningSupplyNPC(), SetFinishingSupplyNPC(), SetRepairNPC()) still call the 'AddNamedPoint()' function in craft-uilogic.iss.

I just don't see a reason to put these named points in the mapping file. I've looked over the navigation and if the code can't find an npc/station via Pawn, then it goes by the loc's you have stored in the config file.

Xeon said:
However, you should be in mapping mode if you are setting targets, as otherwise it is possible to set your Location "outside" the mapped area... which would be bad.
That's been my whole concern. It doesn't force you into mapping mode to set targets and I fully admit that I was guilty of doing this back when I was first mapping with the lavishnav mapping as well. I'd spend a bunch of time 'mapping' the area, then I'd do the stations/npc's seperate. However, I can even give scenerio's where this doesn't guarantee a non orphaned point in the map file or worse if you haven't implemented the 'isMapping'/'wasMapping' option I outlined somewhere.

Just removing the named points eliminates the issue altogether, unless you have a future plan for them, but I doubt it since your moving to CT's nav system anyway.
 

figmentus

Active Member
Spheres?

Odd question, but what happens when instead of boxes I see Spheres in my .xml file?

This may be why I only see a pindot when I try to map this in excel.
 

spudman

Active Member
figmentus said:
Odd question, but what happens when instead of boxes I see Spheres in my .xml file?

This may be why I only see a pindot when I try to map this in excel.
Xeon changed the mapping method from boxes to sphere's. It's correct, but I haven't updated the mapping program to accomidate it yet. I'll get around to it next week.
 

toobin

Active Member
I'm trying to understand how the mapping works.

If I run a circle around the camp will the bot go anywhere within the circle or only along the path I ran?

If I check the box "only go here" do I need to check the mapping box too to make it work?
 

mycroft

Script Author: MyPrices
toobin said:
I'm trying to understand how the mapping works.

If I run a circle around the camp will the bot go anywhere within the circle or only along the path I ran?

If I check the box "only go here" do I need to check the mapping box too to make it work?
it will only run the paths you define.

From digging into the code I think I understand how it works.

It looks for a sphere closest to your target , if it finds one it looks for the closest point with a path to that sphere and follows it within a small defined 'smudge factor' to stop it running the same path exactly over and over.

If it can't find an exact match , it looks for a sphere closest to the target and tries following it.

If it gets stuck on an object it reverses course a few points and looks for an alternative 'sphere' for another path to follow around the object.

If it can't find a match at all , it now stops and says 'no path to xxxxx'
 

Leopardfist

Well-Known Member
I can not get my script to open doors. I did what was explained, starting a few paces from the door, facing it, I clicked add door... and did it several times as I inched towards the door. I did this one both sides. It will not open from either side. What can I do to improve this?
 

spudman

Active Member
Leopardfist said:
I can not get my script to open doors. I did what was explained, starting a few paces from the door, facing it, I clicked add door... and did it several times as I inched towards the door. I did this one both sides. It will not open from either side. What can I do to improve this?
are you in first person? If you turn debugging on does it say it's finding door points?
 

spudman

Active Member
Leopardfist said:
I was not in first person, does it work better that way? I will run it and see the error it gives.
First person is pretty much a requirement for going through doors.
 

pangelo

Active Member
spudman...

I changed the precision to 50 like in one of your posts and when I run your excel mapping spreadsheet all I get is a small dot on the page. No graphical depiction. This was working fine before I made that change. Any ideas? I would like to keep the precision as small as possible. I have tried and tried to get my character to path correctly in the deebs, but he keeps getting stuck on the exterior crafting stations. Hoping going to smaller precision will fix this, but I can't look at the graph of my map now to check for erroneous pathing.

Thanks.
 

spudman

Active Member
pangelo said:
spudman...

I changed the precision to 50 like in one of your posts and when I run your excel mapping spreadsheet all I get is a small dot on the page. No graphical depiction. This was working fine before I made that change. Any ideas? I would like to keep the precision as small as possible. I have tried and tried to get my character to path correctly in the deebs, but he keeps getting stuck on the exterior crafting stations. Hoping going to smaller precision will fix this, but I can't look at the graph of my map now to check for erroneous pathing.

Thanks.
Precision on the GUI or inside the code? What does the debug output say just before or as he gets 'stuck'? Xeon is not using the 'box' function anymore last I checked, so changing it won't do much unless you actually uncomment the box part and then comment out the sphere mapping. If you look inside craft-bnavobjects.iss, look for the AutoBox function. Inside there you'll see this...
Code:
;LNavRegion[${This.CurrentRegion}]:AddChild[box,"auto",-unique,${Math.Calc[${Me.X}-100]},${Math.Calc[${Me.X}+100]}, ${Math.Calc[${Me.Y}-100]}, ${Math.Calc[${Me.Y}+100]}, ${Math.Calc[${Me.Z}-50]},${Math.Calc[${Me.Z}+100]}]
LNavRegion[${This.CurrentRegion}]:AddChild[sphere,"auto",-unique,150,${Me.X},${Me.Y},${Me.Z}]
That semicolon ( ; ) in front of the first line is commenting the line out, meaning that it's not mapping using boxes anymore. The line below it is mapping with sphere's instead. You can try taking the semicolon off of the first line and then commenting out the sphere line like this...
Code:
LNavRegion[${This.CurrentRegion}]:AddChild[box,"auto",-unique,${Math.Calc[${Me.X}-100]},${Math.Calc[${Me.X}+100]}, ${Math.Calc[${Me.Y}-100]}, ${Math.Calc[${Me.Y}+100]}, ${Math.Calc[${Me.Z}-50]},${Math.Calc[${Me.Z}+100]}]
;LNavRegion[${This.CurrentRegion}]:AddChild[sphere,"auto",-unique,150,${Me.X},${Me.Y},${Me.Z}]
That should revert it back to mapping with boxes and then my utilities will work again. You'll have to delete/recreate your map. I suggest you reapply ALL the fixes I posted back on page 7 or so, since imo without them you'll get a lot of b-lining, errant connections, orphaned points, etc.

I personally went back to .9999 because the new versions broke every fix I had implemented. Not that I couldn't make the same changes on the new code, but the old code was and is working perfectly fine for me. I'm honestly not sure where Xeon is headed with mapping/pathing. Until he actually releases this 'new' mapping code from CyberTech, I'm just going to stick with .9999 version.

Using the mapping utilities on the current 'sphere' mapping is broken and not sure when I'll get around to updating them. I thought I would do it this week, but haven't been motivated to do so. However the mapping shouldn't have anything to do with the precision you changed. It has to do with the new versions of vgcb (.9999x).
 

pangelo

Active Member
I had changed it in the code. I redid my pathing all in1st person being very particular about where I ran/walked and it now seems to be doing very well. Only problem I run into is stopping too far from the w/o npc and pausing d/t not being close enough. Wish it would auto-path to the npc once it targets them. Just takes some fine-tuning in mapping mode.
 

spudman

Active Member
pangelo said:
I had changed it in the code. I redid my pathing all in1st person being very particular about where I ran/walked and it now seems to be doing very well. Only problem I run into is stopping too far from the w/o npc and pausing d/t not being close enough. Wish it would auto-path to the npc once it targets them. Just takes some fine-tuning in mapping mode.

I think the precision in the GUI affects this, but not sure. I know it affects how close you get to the stations, but not sure about the npc's. I think what it actually does is paths to the nearest 'known' box/sphere, then it checks to see if it has a line of site to the npc. If it doesn't then it waits for the npc to return. If it does it goes straight at them. The only issue is if the npc is moving it takes enough time to go from 'pathing' to 'targeting' that the npc could have move around a corner or behind a box or something and then no line of sight. I think the easiest option would be to see if the npc is moving once you think your close. If it is, wait for them to stand still for a little bit, then path to them.

btw be very careful turning mapping mode on and off in the same vgcb session. It can add some very nasty connections by doing so. Last I checked Xeon still hadn't implemented this...
http://www.isxgames.com/forums/showpost.php?p=7131&postcount=248
 

figmentus

Active Member
was there any update to the xls mapper?

I've attempted to dig around in it lately but haven't spent much time dedicated to figuring it out.
 

sfincter

Active Member
Need a map reset button

I have tried 100x and still cant get the navigation right in Aghram. Reset map button be helpful.
 

fancy

Active Member
Anyone noticing that when approaching a table you no longer auto turn to face the table so your not pointed in lala land?
 

djvj

Active Member
Spudman, not sure if you are still updating your vgnavmap tool, but it no longer works on maps made after recent updates.
 
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