Ogre Navigation and Mapper Information This information is how to use Ogre Navigation, and the mapper. (OgreNav_Lib). This does not support flying or swimming. POINTS not PATHS: In many of the previous Navigations, you could plot out a specific path. OgreNav doesn't work like that. It plots out points. Then when you want to go some where, it determines the best way to get there, from all the points it has available to it. Mapper: Usage: Ogre Map The mapper maps EVERY single spot your character goes. All connections are 2 way. This means you NEED to be careful when mapping. Do NOT jump, do NOT run over cliffs, or go down hills you can't go back up. How to create a map. While it technically doesn't matter why you are creating a map, I'll use some best practices and some examples to show how to create a map. #1 Rule. NEVER, EVER, name a point with a number only. It breaks your entire map. You have been warned. General Movement: Lets say you travel quite often to a zone that doesn't have any easy travel. So you wish for the bot to handle the movement for you. Lets take an example: In Antonica, you travel frequently from the NQ zone in, to the Mage Tower. (Yes, for now ignore there is the bird system, it's just an example!). Starting at the NQ zone in, you would start the mapper ( Ogre Map ). Because we'll want to travel back to this point, we'll want to name it. Press F2 and name it. I personally prefix everything. In this case "ZoneNQ". Now run to the Mage Tower, keeping in mind, these are the points the bot will navigate through to get there also. So no jumping, and no running off cliffs. When you arrive at the Mage Tower, press F2, and give it a name "MageTower". Now you can save and exit the mapper (F12). Your map is now completed for this journey. See below ( How to Navigate a Map ) to see how to travel between them. Ogre Craft: Ogre Craft has many different options for navigation. I'll touch on them a bit here. No map - It will use direct movement (face and run). Basic map - You map out the area, and it'll use that information. Custom points map - You map out the area AND give it specific named points to navigate too. This should be used as a last resort. No Map This should be obvious.. but you don't need a map for it. Basic Map Turn the mapper on ( Ogre Map ) and run around anywhere your toon would need to travel too. This includes on top of the fuel merchant, the crafting trables, the writ agent etc. You do NOT need to name any points at all. Simply running on top of them is fine. The bot can determine where they are. Custom Point Map This scenario is generally used for guild halls where decoration is more important than functionality. You map out the area, and you give each area a name. This name has to align with the Navigation tab in Ogre Craft. For example: You run to where the writ agent is, and name a point "RushOrderAgent". The bot will then move to this specific location, and assume it is within range of the Rush Order Agent. If you ever re-arrange your guild hall, you must update your map. This works great for Guild Halls that use "counters" which block Line Of Site (LOS) checks. Ogre Harvest: Best possible map (the most manual work): Run the mapper, start at the position you want and name it (F2). Now, start harvesting (yes, manually) as you make your way towards your end position (an example, would be NQZone and SQZone). Once you get there, name your end point (F2). Turn around, and now run back and harvest (still, manually) until you make your way back. Why? The more region (or zone) you have mapped, the better the bot can function. By mapping a region it knows more about the lanescape you are on, and how it can navigate to each point (like nodes). Good map (a bit of manual work): Do the same as the above, except just run overtop of the nodes and don't harvest them. This will give the region a decent amount of information. Since you haven't harvested any of the nodes, you can only do this once or they will still be at the same spot. Lazy man's mapping: Start the mapper, name your start position. Run directly (without jumping/falling off cliffs etc) to your end point and name it. Great, we now have a basic map created. You can save the map (F11). In any of the scenarios above, you won't have the entire region mapped. Is it required to have the entire region mapped? Of course not, does it make life a little easier? Absolutely. After you have a basic map created, Ogre Harvest can map for you. It's not 100% perfect, but it's pretty darn good. How to Navigate a Map General Movement: There are a few ways to navigate with Ogre Nav. Basic: Use "ogre move" to navigate. Advanced: Create a script that loads OgreNav_Lib. Note: This will NOT be covered here. It is for advanced scripters. You can look at OgreMove.iss to see an example. Basic Usage: Usage: ogre move "Location" Note: If your location doesn't have spaces, you can't omit the quotes. With the basic movement, it requires you to have a target. It can be yourself, your pet, a mob, a node, it doesn't matter, as long as you have a target. Why? Because while you are Naving (moving), if you wish to interupt the movement, you can do so by simply clearing your target. Using the map we created above, if we wanted to get to the Mage Tower, we could do the following: Ogre move MageTower Then, if you wanted to move back to NQ, you could do: Ogre move ZoneNQ Lets say you can't remember what you named them, you can do: Ogre move list It will show you all the available points. A little advanced, if you have mapped out an area, and want to go to an area without giving it a name, you can use the location. This is done by using the "loc" keyword. Example: Ogre move loc x y z Specific example: Ogre move loc 300 -10 -245.11 Note: There are no commas. Ogre Craft: There's nothing you really need to do, other than make sure the appropriate options are selected on the Navigation tab. Ogre Harvest: Click here to see the Harvest thread.