Utilizing OgreNav

Rooster

Active Member
Hiya,

I've got a custom script I've written to assist me while adventuring. It has some movement which I use when hunting specific mobs.

I'm currently using LavishNav, as set out in the HOWTO: Utilizing EQ2navigation. That thread was a HUGE help, which allowed me to work movement into my script.

I check the forums regularly and it looks like OgreNav could be worth swapping to.

I love that it has the ability to delete named locations (therefore allowing the ability to move them). Also that it can be left running while the script is running, to help bring me back to my main path if I wander off fighting a mob.

Kannkor - is there any chance you might be able to do up a short How-to for using Ogre Nav, similar to the one for utilizing eq2navigation?

It doesn't need to be super-complicated, in fact the simpler the better, just something that allows us to moved to/through named locations.

I have tried looking through OgreHarvest to see how it uses navigation, but I can't see the implementation of how I'd move to named locations.

Is there a way that my script can get form OgreNav a list of unique locations on the map when it loads?

Thanks, love your work!
 

Kannkor

Ogre
Hiya,

I've got a custom script I've written to assist me while adventuring. It has some movement which I use when hunting specific mobs.

I'm currently using LavishNav, as set out in the HOWTO: Utilizing EQ2navigation. That thread was a HUGE help, which allowed me to work movement into my script.

I check the forums regularly and it looks like OgreNav could be worth swapping to.

I love that it has the ability to delete named locations (therefore allowing the ability to move them). Also that it can be left running while the script is running, to help bring me back to my main path if I wander off fighting a mob.

Kannkor - is there any chance you might be able to do up a short How-to for using Ogre Nav, similar to the one for utilizing eq2navigation?

It doesn't need to be super-complicated, in fact the simpler the better, just something that allows us to moved to/through named locations.

I have tried looking through OgreHarvest to see how it uses navigation, but I can't see the implementation of how I'd move to named locations.

Is there a way that my script can get form OgreNav a list of unique locations on the map when it loads?

Thanks, love your work!
I'll work on a little write up. Moving to a single location is SUPER easy. Doing listboxes is still pretty easy.
 

Rooster

Active Member
I'll work on a little write up. Moving to a single location is SUPER easy. Doing listboxes is still pretty easy.
Fantastic!

Being able to use the built in "avoid location" logic will be a great feature.

Does OgreNav have a way to set points that need to be jumped over? Does it handle climbing walls? Or to open doors on the route?

I know I'm dreaming with these, if it can do all that I'd be very surprised! But thought I should ask just in case it's already built in.
 

Kannkor

Ogre
Fantastic!

Being able to use the built in "avoid location" logic will be a great feature.

Does OgreNav have a way to set points that need to be jumped over? Does it handle climbing walls? Or to open doors on the route?

I know I'm dreaming with these, if it can do all that I'd be very surprised! But thought I should ask just in case it's already built in.
Jump - No not currently.
Climbing - Never tried, but I would think it would work fine. As long as climbing isn't so slow it thinks you are stuck. If you try it please post your results, I'm curious.
Doors - Not possible. Currently ISXEQ2 can't tell if a door is open or closed. Could do a hack job of clicking it once and assuming it's open, but if you are fighting when you open a door you may pull, then the door would close. I put in a feature request but I'm guessing seeing if a door is open or closed may not be possible.
 

Valerian

ISX Specialist
I put in a feature request but I'm guessing seeing if a door is open or closed may not be possible.
Craft used to use the door's heading in Qeynos instances to determine if it needed to be opened, but that would be on a case-by-case basis.
 

Rooster

Active Member
Craft used to use the door's heading in Qeynos instances to determine if it needed to be opened, but that would be on a case-by-case basis.
I don't think that wouldn't work for doors that slide up (like in SOS) either. Those doors to become "unclickable" after they've been raised through.. I might have a play around with that.. maybe there's a "useable" type that changes once a door is raised.
 

Valerian

ISX Specialist
Good call. Collision check would also work, but of course these things would need to be done on a case-by-case basis.
 
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