Ogrefollow Question

DiBi

Member
Is there any way to configure it to follow me immediately?

For now its like a 2 seconds or so delay. Its okay most times, but in the Brokenskull Bay: Bilgewater Falls its too annoying - narrow passages, a lot of corners, etc.


UPD: Hmm, actually I used default follow before, just tried to actually use OgreFollow - besides it is has delay, its actually way less problematic - it looks like it records my actual movements. Is this correct?
UPD2: Well, still fall down - it looks like it sometimes goes a bit further that it necessary
 
Last edited:

Sunomi

Senior Member
You can use OFollow to start then hit OFol--- once or twice to get them almost standing on stop of you at all times. OFol-++ would back them away a bit each time you press it.
 

Kannkor

Ogre
Is there any way to configure it to follow me immediately?

For now its like a 2 seconds or so delay. Its okay most times, but in the Brokenskull Bay: Bilgewater Falls its too annoying - narrow passages, a lot of corners, etc.


UPD: Hmm, actually I used default follow before, just tried to actually use OgreFollow - besides it is has delay, its actually way less problematic - it looks like it records my actual movements. Is this correct?
UPD2: Well, still fall down - it looks like it sometimes goes a bit further that it necessary
It does not record movement. It uses "real time" (keep in mind, it's as up to date as the client has), and calculates what to do with that information. Clients (eq2, not isxeq2/isxogre) will guess/estimate where players will be, based on previous information. The best way to describe this, if you've ever seen someone going LD, their toon runs in a straight line, then if they don't actually go LD, they seem like they "warp" back to where they were before they started going LD.

The same thing can happen in much smaller scenarios. The bot is making decisions, generally speaking every frame (if you're running 30 FPS, that's 30 decisions every second). If your Internet has a hiccup, where it has a 1 second delay, that means the information it used, was up to 1 second bad. (Which can lead to them over running where they are suppose to go, because when your Internet caught back up, they 'warped' back. In this case, the warping back may only be 1-2 meters).

Alternatively, if you have LOW fps, you can't actually follow someone too close, because by the time the next decision/update of information comes through, you have run past your mark, so you turn around, and you run past it again. This is usually called "ping ponging". You can make them not follow as close, increase your FPS, and/or have a more reliable Internet connection.

Having said all that.. I'm not sure how much of it applies to your situation. As long as you're not actively fighting while moving in narrow passages, you shouldn't have any issue at all.
 

DiBi

Member
Kannkor, thanks for the detailed explanation. It have explained a lot.

I was impressed when do some movement on main acc and immediately switched to another one. Main character just started moving. Like a second later. Actually there is no delay in follow start - its just slow info from client-server-client.

Just thinking: what if translate actual coordinates via uplink? So not relay on game positioning / internet lag / etc at all. Have anyone tried it? Should I bother trying to script it myself?
 

Kannkor

Ogre
It's possible to do yes, but then you limit yourself to only following people on your uplink, which is fine for some people, but it makes playing with someone else impossible. If it becomes a widespread problem I can revisit it, but until then you'll have to look into doing it yourself as you mentioned.
 
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