A forum for the general posts relating to MacroQuest. *DEPRECATED: This forum is no longer in public use, but remains here for your reading pleasure. Enjoy
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driftinsupra
- Official loudmouth

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by driftinsupra » Wed Apr 14, 2004 4:04 am
While I was lying in my bed tonight I thought of macros I could make which I usually do and came up with an interesting idea which made my think even more thus not abling me to go to sleep.
I have been thinking about map files in relation to character movement. I am decent at writing macros but not very good at programming in C so I kinda put this idea on the sheld and didnt think much of it since I didnt see how it would be feasable anyway. But then I got an idea.
Instead of trying to make movent based on the alread6y provided map files I started thinking about the creatable layers. I was thinking that it would be very easy to create lines in a layer that would be travel points for a character. If I could find a way to parse the map files and use the information in there I think I could write a macro to follow the lines that I create in a map layer to travel a zone....even a dungeon where moving around is pretty dificult.
I fanyone has any ideas then please post here. I think this would be really cool and very helpful for movement purposes. And if not alot of this makes sense...well I am starting to get tired so post and I will try to clarify what I was thinking about when I get up.
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Preocts
- a snow griffon

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by Preocts » Wed Apr 14, 2004 5:41 am
Interesting idea. You are talking about having a macro move our avatar on a path that you draw with EQ's map function no?
Well, the only real difficulty that I can see (at this hour anyway) is matching map locs to 'world' locs. But then, answering my own question, if one were to write a plugin that didn't even use world locs.... simply moved the character based on the already existing map information.... ROFL
Drag and Drop scripted movement. 8)
Application? Hell if I know. I only use the show target feature of the map these days and none of my scripts have ever needed movement control.
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driftinsupra
- Official loudmouth

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by driftinsupra » Wed Apr 14, 2004 7:29 pm
That is exactly what i was thinking of doing. I think it would make it much easier to goto locations or even targets in a zone without having to write a map file or do specific location in the zone everytime. I was thinking this would have the most usefullness in dungeons where movement can be pretty difficult.
I dont think matching map locs with actually locs would be that difficult. If they arent the same then I am pretty sure that all it would be is a certain multiplier to make them the same.
Well I dont think many of the devs will have much interest in this and I think I can get a copy of .Net with the MSDN libraries this time so I think I will give it my all it trying to make a plugin to do this. Doesnt seem like it would be too difficult.
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Lax
- We're not worthy!

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by Lax » Wed Apr 14, 2004 8:36 pm
/shrug. Sounds boring. It would obviously "work"

Not with the default maps, but perhaps with your own lines, and even then you'll have a tough time figuring out the "best" route to take from point a to point b. Then you figure out you generally use a set of interconnecting points and develop a pathfinding algorithm... and then you start doing what EQEmu has (I think? maybe they just have paths that npcs patrol?) and decide you can just use EQEmu's database of points... and you lose the map idea entirely, except you could plot the predefined points on the map automatically.