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 Post subject: Problem with dungeons.
PostPosted: Sun Aug 20, 2006 2:08 am 
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Hi,

I've made a map, new dungeons etc... POL made new staidx0.pol & statics0.pol... i've made two magical npc's, and with .attack command i've try to provoke them to fight (wityh spells) on one of dungeons. And what? They haven't casted spells ! On normal, map land, it works great. But on static dungeons (without floor from map0.mul, only static) they can't fight. Wha else, i can't open door, chest in thoose dungeons (line of sight), i cant' cast spells too, i can't fight (npc's doesn't attack me). What's wrong? I've seen a lot of map without floor from a map, only static, and it works on other shards. What's going on? How to fix it?

Thanks...


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 Post subject: Re: Problem with dungeons.
PostPosted: Sun Aug 20, 2006 11:57 pm 
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Joined: Fri Feb 03, 2006 6:32 am
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Location: Austria
Duskman wrote:
Hi,

I've made a map, new dungeons etc... POL made new staidx0.pol & statics0.pol... i've made two magical npc's, and with .attack command i've try to provoke them to fight (wityh spells) on one of dungeons. And what? They haven't casted spells ! On normal, map land, it works great. But on static dungeons (without floor from map0.mul, only static) they can't fight. Wha else, i can't open door, chest in thoose dungeons (line of sight), i cant' cast spells too, i can't fight (npc's doesn't attack me). What's wrong? I've seen a lot of map without floor from a map, only static, and it works on other shards. What's going on? How to fix it?

Thanks...


real strange that you got no LOS... I commonly donot have this problem.
I have but one idea from my own experience... what type of 'floor' are you using? Make sure (when browsing your tiledata.mul with some editor) that the floor you are using really has the "floor" cprop set.
I was facing a similar issue, when making floors e.g. out of flat, whitish stone-roof tiles... my spawner would fail unable to find me a "floor" to place my npc's on. Maybe your problem is somehow related?

Oh, and if you're distro based, make sure you're not on staff-level or npc's don't attack you in the first place I think to remember. But then if they attack you above ground, forget about that one ;)

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 Post subject:
PostPosted: Mon Aug 21, 2006 1:11 am 
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> I've seen a lot of map without floor from a map, only static, and it works on other shards
Are you sure about this? And did they run on POL?
I always have to build floor into the map for the monsters to have LOS to anything. Just two weeks ago a had to rebuild the edges of a whole huge cave dungeon, cause they were only static. The monsters were standing on the edges doing nothing but taking blows. A real PITA - the rebuild as well as the the fact that the players got the loot with no risk :)

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 Post subject:
PostPosted: Mon Aug 21, 2006 2:10 am 
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Bytehawk wrote:
> I've seen a lot of map without floor from a map, only static, and it works on other shards
Are you sure about this? And did they run on POL?
I always have to build floor into the map for the monsters to have LOS to anything. Just two weeks ago a had to rebuild the edges of a whole huge cave dungeon, cause they were only static. The monsters were standing on the edges doing nothing but taking blows. A real PITA - the rebuild as well as the the fact that the players got the loot with no risk :)


huh? I run pol095 and my Monsters *do* fight back.... even below ground. Only restriction so far... can't drag&drop stuff, but that seems to be fixed in 096.
I also merely use static, underground cave floors, no ingame tiles above it. With void tiles to enter the caves, so no teleporters, real caves and not like OSI's teleport-to-T2A-areas dungeons.....

.... but then again, my AI isn't distro based. Maybe it's a bug in the AI, but then, not being able to open chests etc? hmm I gotta try that on my shard, but as of yet I'm not aware of any Problems...

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 Post subject:
PostPosted: Mon Aug 21, 2006 5:42 am 
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I'd love to hear about a way to let it function properly using only statics. Would save me a whole lotta work.
But I didn't get it to work without map-floor yet.

Hm... to what value is ExpLosChecksMap set in your pol.cfg? Mine's at 1.

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 Post subject:
PostPosted: Thu Aug 24, 2006 2:44 am 
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Bytehawk wrote:
> I've seen a lot of map without floor from a map, only static, and it works on other shards
Are you sure about this? And did they run on POL?

Yes, i'm sure. It was on POL094, and 095... i don't know how it works on POL096 ;) I tell more. I've used the same map and statics what was on other shard and where it works great (dungeons, LOS) and on my shard dungeons haven't got LOS. What the... :d ?


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 Post subject:
PostPosted: Thu Aug 24, 2006 2:54 am 
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On older cores (pre 096), if you had dynamic/static tiles placed over the black areas, meaning there is no valid landscape tiles under, then LOS was not possible between two tiles. This is what you are encountering.

This was fixed in POL 096 with the newer map processing code.

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 Post subject:
PostPosted: Thu Aug 24, 2006 3:00 am 
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Ok.. so we need to updgrade our POL. Thanks.


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