No Go areas in zones - an idea

mycroft

Script Author: MyPrices
Trying to piece together an idea , often when harvesting a character will get stuck on some scenery when finding a node slightly outside the normal path , the script finds it's stuck , wondering if it could then mark an boxed area there as 'avoid' somehow.

have an atom running that checks to see if the current X/Y position and the next one is going to make the charcter run into that 'no go' area and make it move left/right to avoid it..

Eventually when the bot has got stuck enough times in a zone it would avoid most obsticles.

The code could be used for other scripts that use movement , building up a 'map' of a zones obsticles.

I'm writing a small script to test this and was wondering if anyone had any ideas or thoughts.
 

Pygar

EQ2Bot Specialist
Make the boxes, very, very small.

I believe with lavishnav (that the bot is using now) you can add no go regions.

Problem is, i'm still using moveto in order to get you to the node, I only use lavishnav as we traverse the path scanning for nodes.

In honesty, it needs to be re-written, and I'm slowly working on it, but if you get something you like, send it over, would like to take a look.
 
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