So, how is this going to effect us?

alphazero

Active Member
CRAFTING NOTES
...
- All outpost taskmasters now wander randomly around their areas.
- Taskmasters in general move around more.
We ready to bust out that LAvNav(?) I have been hearing about? because at this rate, within this or next week, we wont be able to use WO pre deffined points.

Great job to all those who work relentlessly *bows* my hat comes off to you.
 

Shaba

Active Member
With VGCraftHelper, as long as you observe their pathing route once, and follow that when the script asks you if your taskmaster wanders, then it wont be an issue.
 

aChallenged1

Active Member
Lax pointed me to ISXWoW.net for examples of LavNav that work properly. You need your subscription key (from LavishSoft's website) to join that website.

I can, will eventually figure it out, I think. But, there are others here more capable than I who should look at the examples and put together one for VG.

Again, depending on the old pathing system is not in our best interest. It has to follow point by point, each and every point the exact same way to get from "here" to"there". LavNav does not. It uses an algorithm to find the best path to use from all the plotted points available.
 

shorty606

Active Member
They have jsut added it now - they are wandering about all over the place. Really annoynig - don't see it staying.
 

alphazero

Active Member
I twouldt be so bad, if they dint run over houses, thru buildings.. over fences.. into a aggro feast of mobs... it will stay this way for a long time heh. But, it will get toned down im sure.
 

Lax

LavishSoft/InnerSpace Guru
aChallenged1 said:
Lax pointed me to ISXWoW.net for examples of LavNav that work properly. You need your subscription key (from LavishSoft's website) to join that website.

I can, will eventually figure it out, I think. But, there are others here more capable than I who should look at the examples and put together one for VG.

Again, depending on the old pathing system is not in our best interest. It has to follow point by point, each and every point the exact same way to get from "here" to"there". LavNav does not. It uses an algorithm to find the best path to use from all the plotted points available.
Unless you're referring to some user-made pathing system that uses a series of waypoints and not the old built-in navigation in Inner Space, your statement is actually wrong. The system in Inner Space was never built the way you're implying. It always used a path selection function, and a mesh of connected points. LavishNav provides OTHER benefits over the old system.
1. Fully object-oriented. Old system used a few commands.
2. Old system strictly used A* pathfinding. New system provides the ability to select between A* or Dijkstra pathfinders
3. Old system used "points". New system uses "regions". In the new system, a point is a region.
4. Old system used "worlds". In the new system, those are called "universes", and are a region.
5. Old system supported only XML. New system also currently supports LSO (a simple format like binary XML, see http://www.lavishsoft.com/wiki/index.php/LavishSO ), which is half the size and several times faster to load.
6. Old system had no method of changing the cost for a given connection, it always assumed the cost was the distance between the points. This meant that faster modes of travel could not be represented at all (teleports, taxis/boats, etc). The new system allows permanent or dynamic costs.
7. Old system had a 2-tier hierarchy. The root could only contain worlds, and worlds could only contain points. New system provides an unrestricted hierarchy, where any region can contain any number of any type of region.
8. Old system had no real way of inter-coordinate system travel -- i.e. when zones have overlapping coordinate systems, there was no way to move between them. New system allows you to explicitly define coordinate systems, AND connect them.
9. Old system allowed only points in the same world to be connected. New system allows any region to connect to any region.

I could go on and on, but the old system was most certainly not limited in the stated way.
 

dazed0119

Active Member
Shaba said:
With VGCraftHelper, as long as you observe their pathing route once, and follow that when the script asks you if your taskmaster wanders, then it wont be an issue.

I can not get this to work. I click yes, then it says click the npc, I do then nothing else happens...
 

aChallenged1

Active Member
Thanks for the clarification Lax.

I'm bad at explaining things I don't fully understand... I'm very good at explaining things I understand well.
I went about it poorly.

(At least I can admit when I screw up)
 

spudman

Active Member
Spent a little time looking at the Navigation object and LavishNav today and I think receiving the points is only half the battle as well. You have to implement the movement logic through those points/regions as well, which, although currently functional, needs some work moreso than the path logic (which is there through either lavishnav or the old navigation object).

I believe that what LavishNav will give us is 'more' and 'better' information about points, regions, etc. to allow us to build better movement logic through additional properties associated with a point, region, etc. i.e. We could define a point for the 'finishing taskmaster', but add in a property that says the taskmaster moves, i.e. DoesMove = True. From there we would know that the taskmaster isn't always there and we could either a) wait for them to return (they are within range), then get our work orders, or b) find another point that is labeled taskmaster and move to there. Even better uses would be adding properties to points or regions telling the movement logic that you should be invisible while going through this region, etc.

Even as currently implemented, the Navigation object would have no problem implementing both finishing and refining taskmasters that i've seen you request in other threads aChallenged. The logic has to be in the script to say...when you have unused refining points, do refining tasks, when you have unused finishing points, do finishing tasks and if both are all used, do whatever the user prefers, however that's all script logic, not movement. Navigation or LavishNav will tell you 'where' those seperate taskmasters are.

I hope to check out the isxwow.net site you mentioned and see how they are utilizing lavishnav and post questions on IS's site regarding whether searching by properties is possible, etc. I'd like to see if I can put together a working example of lavishnav this weekend in terms of VG, but we'll see how the learning curve goes and who knows, I may be way off base here as well.
 
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aChallenged1

Active Member
Spudman, you might also go IRC and ask Lax in #ismods when you get stuck on an issue.

irc.lavishsoft.com

Lax is a very patient person... I know... I've tried his many a time, I'm sure. But, as long as you listen and try he's usually willing to do what he can to help.

Hope you grasp it better and faster than I.
 

Xeon

Active Member
spudman said:
Spent a little time looking at the Navigation object and LavishNav today and I think receiving the points is only half the battle as well. You have to implement the movement logic through those points/regions as well, which, although currently functional, needs some work moreso than the path logic (which is there through either lavishnav or the old navigation object).

I believe that what LavishNav will give us is 'more' and 'better' information about points, regions, etc. to allow us to build better movement logic through additional properties associated with a point, region, etc. i.e. We could define a point for the 'finishing taskmaster', but add in a property that says the taskmaster moves, i.e. DoesMove = True. From there we would know that the taskmaster isn't always there and we could either a) wait for them to return (they are within range), then get our work orders, or b) find another point that is labeled taskmaster and move to there. Even better uses would be adding properties to points or regions telling the movement logic that you should be invisible while going through this region, etc.
I know that the problem with VGCraftBot (and VGCraftHelper as they use the same base move code) is that it just doesn't have enough data points to work with. Currently the user creates a linear series of points that are connected in a 1-to-1 fashion.

If I had a better map of an area and could just tell the script to find a path of points from X1+Y1 to X2+Y2 then everything would be solved. Because then I would just get the current X+Y location of the target (NPC, craft station, etc), have LavishNav generate a path, then follow it. That only works if there is a grid of fully meshed points to work with. Which means we need a better "map" of an area.

So the solution to moving NPC's is a better map :evil:

CyberTech is currently working on the mapping aspect, so I'll be converting my script over to use LavishNav when he is done.
 
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