Moveto.iss needs a revamp

With the introduction of flying mounts into the game. I am thinking the moveto.iss really needs a good revamp. Currently they are based on 2 dimensions very basically they check if we have arrived at the x,y location,then do action. So we still need the basic concept but we need to add the z axis to the equations and additional movement keys.


random thoughts- good luck on following
fly from point a to point b landing logic(above ground below ground,is a target is not a target, oh thats a wall duh fly up ,fly down), do action, move to next point.

Mappers changed over to a radar export type file with xyz locations
isnt there some functions to determine walls etc

Bleh so much to address
 

Kannkor

Ogre
With the introduction of flying mounts into the game. I am thinking the moveto.iss really needs a good revamp. Currently they are based on 2 dimensions very basically they check if we have arrived at the x,y location,then do action. So we still need the basic concept but we need to add the z axis to the equations and additional movement keys.


random thoughts- good luck on following
fly from point a to point b landing logic(above ground below ground,is a target is not a target, oh thats a wall duh fly up ,fly down), do action, move to next point.

Mappers changed over to a radar export type file with xyz locations
isnt there some functions to determine walls etc

Bleh so much to address
It sounds like you have a great base for this already. I look forward to seeing a moveto3d.iss that you produce.

On a more serious note, there's 1309234 issues trying to do this and take into considering everything. I've explained this 50 times before to people with why I won't do it. So feel free to prove me wrong.
 

pr517

Active Member
Having a flock following behind you is not proper botting etiquette and so you will likely receive little help there. Run flags with one character instead!

eq2player11 said:
isnt there some functions to determine walls etc
Yes, you can use an array of collision checks to "see" around you and make decisions based on that information, like stop moving forward if it drops off, go around the step if it is too high, etc.

Code:
bool ${Me.CheckCollision[To_X,To_Y,To_Z]}
Additionally, if you want to test a possible diverging path that helps get your character back onto the intended path, you can test collisions between any two points.

Code:
bool ${EQ2.CheckCollision[From_X,From_Y,From_Z,To_X,To_Y,To_Z]}
 
Top Bottom