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delete your mesh
have a toon in zone with mq2 running
open mesh generator
regen your mesh
Hey guys, I have been running this with kiss assist to some degree of success. One question I can't seem to find an exact answer to, however - How can I use it to automatically click doors while running kissassist?
I see how you can show doors etc, but I dont really understand how to enable clicking. I have always done doors plugin in the past, but since that isnt an option here - wasnt sure if auto clicking was something I am just missing?
Thanks a ton for all of the work you all have put into this!
When you open up Frontier Mountains, is the default tile size defaulting in red or is that just me?
Scorched woods in EOK wont open it says error in meshgenerator
I added the ability to navigate using ID's in my fork of the project. I haven't had any problems with it, but really only use it in a handful of zones/situations so far. So please let me know if you run into any problems and I will try to investigate them.
For /nav target, and /nav id # it currently sets the path to their location at that moment and doesn't update it even if that target moves. My next step I have been working on is adding a check to see if the target has moved enough to warrant recalculating the path. This hasn't been a high priority of mine (I haven't been using it to pull roaming mobs lately), but if enough people are interested I could push through that update pretty quickly I think.
Cell size - rasterized cell size
Cell height - rasterized cell height
Agent height - Minimum height where the agent can still walk
Agent radius - Radius of the agent
Max climb - Maximum height between grid cells the agent can climb
Max slope - Maximum walkable slope angle in degrees
Min region size - Minimum regions size. Smaller regions will be deleted
Merged region size - Minimum regions size. Smaller regions will be merged
Max edge length - Maximum contour edge length
Max edge error - Maximum distance error from contour to cells
Verts per poly - Max number of vertices per polygon
Sample distance - Detail mesh sample spacing
Max sample error - Detail mesh simplification max sample error
Im having issues trying to get Nav to find a mesh when i make one. I found the MQ@ folder and picked it. Its like This PC> Desktop>MQ2. Is this wrong?
Donated 25$
Transaction ID: 39846801XN878825C
Did you ever get the archways to show up when building a mesh for Demiplane of life ? Think screenshots are on page 1.
Did this get fixed?
I think I did.. let me double check.
edit: yes they look fixed
Just committed fix for failure to load scorchedwoods:
https://github.com/brainiac/MQ2Nav/commit/9dc9495334bb96db2b7d5f9781597d71235476e4
Maskoi/Redbot or somebody will need to update the build with that fix.
Lol. You should use our compile its better.
Lol. You should use our compile its better.
I just donated 25$ for this wonderful tool...
Brainiac .. excellent...
I thought it was super complex and didnt use at all... yesterday I installed and it was a blast...
Wonderful...
But now I also have an idea.
If I run kiss in a dungeon normally the nearest spawn is the next target to pull. That is cool for outside areays but in a dungeon this could be behind the wall and an very far way to pull.
What if mq2nav would calculate the distance of the real way to pull this mob. I mean the distance from where the puller stands to the mob but calculated with the real path like a navigation System.
With this Feature kiss e.g. could go through the possible spawn and then pull the target that is the nearest spawn from a pathing pont of view.
Just a thought...
Regards
and thx for this wonderful tool again
eqtrader63
Hi Brainiac,Thank you for your support!
Should be possible with something like ${Navigation.PathLength[target]}
This is one of the features I carried over from the original plugin, but i haven't put much thought into it.. it could be improved. It uses the same arguments as /nav ...