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Check to make sure in your nav settings that you have ignore scripted doors unchecked
View attachment 62123
You are correct that MQ2EasyFind was not configured for that zone connection. However, that is a different issue, which I posted a fix for in the MQ2EasyFind thread here. The MQ2EasyFind fix does not work though without the changes I listed above. In delveb, the door is not on the nav mesh. In delvea, the door is on the mesh, but the location for the door is basically on the far side of the the door so your character cannot actually reach the door when trying to navigate to it.You're not meant to be changing those.
Sounds like your issue is that easyfind isn't configured for that zone connection.
Did you edit the mesh so it is reachable?You are correct that MQ2EasyFind was not configured for that zone connection. However, that is a different issue, which I posted a fix for in the MQ2EasyFind thread here. The MQ2EasyFind fix does not work though without the changes I listed above. In delveb, the door is not on the nav mesh. In delvea, the door is on the mesh, but the location for the door is basically on the far side of the the door so your character cannot actually reach the door when trying to navigate to it.
The only way I was able to get these two zone connections to work properly was to configure the connection in ZoneConnections.yaml for MQ2EasyFind and to change the locations of the doors in the MQ2Nav debug UI. If we are not meant to change these locations, what is the proper method for resolving this issue of unreachable doors?
In delveb, yes. But it just created the same problem that already exists in delvea, which is that the door is on the mesh, but also the door physically blocks your character from reaching the loc that is listed in the MQ2Nav debug UI. So your character will reach the door, but will just continue running into it without clicking because it is trying to get to the other side.Did you edit the mesh so it is reachable?
In delveb, yes. But it just created the same problem that already exists in delvea, which is that the door is on the mesh, but also the door physically blocks your character from reaching the loc that is listed in the MQ2Nav debug UI. So your character will reach the door, but will just continue running into it without clicking because it is trying to get to the other side.
Is there a way to turn off or on the 'Automatically click nearby doors' with a command? It keeps messing up the tower of tides missions when I keep going back and forth at the door, so I would like to do a hotkey to turn it off and on at will.
/nav ui
cant populate with items, you can draw no-go boxes or preferred pathsJust learning how to use the mesh generator. Had to add a few path for my play style in HF mission. Figured I would try to make one for my guildhall. IRC the trade-skill macro gave me issues because it couldn't navigate between containers. I see a generic mesh for the GH but dont see any way to populate it with items. Guessing I'm missing some settings somewhere?
I am also experiencing the same issue with using MQ2NAV on my private Emu server. Have you found any solutions?I have a really weird issue that just started happening (Just gonna be that kinda weekend I guess). I'm on emu and whenever I use mq2nav to run to a zone line either with a wp or MQ2EasyFind they will start zoning back and forth over and over again. If I zone into the zone manually it's fine so it's def something with MQ2Nav. Has anyone else ever experienced this?
I am also experiencing the same issue with using MQ2NAV on my private Emu server. Have you found any solutions?
In my case, it’s between Warrens and Paineel. I have set up mutual ZoneConnections with specified coordinates in the ZoneConnections.yaml file. However, even if I set the connection on only one side, it continues to travel back and forth in the same way.From what zone to what zone?
Below are the relevant entries in the zoneconnections.yaml file.can you provide the entries here?
Below are the relevant entries in the zoneconnections.yaml file.
FindLocations:
paineel:
- type: ZoneConnection
location: [751.50, -881.32, -33.87]
targetZone: warrens
warrens:
- type: ZoneConnection
location: [744.41, -875.00, -33.87]
targetZone: paineel
(When I posted it, the indentation created by the whitespace disappeared.)
@brainiacThanks. This issue will be fixed in the next emu build
Thank you for confirming.Thanks. This issue will be fixed in the next emu build
@brainiac
I've been messing with zoneconnections.yaml for an emu and have had some similar issues. After zoning, a toon gets into a zone loop for some connections. For others, after zoning, the toon will try to nav to some location way out in the middle of the zone.
I've assumed that I was screwing something up via ignorance but your mention of fixing something with the emu build makes me wonder if there is some relationship issue with mqnav. Or perhaps you're just fixing the yaml entry?
Is it helpful/best to provide zone connection info here to let you fix it? (Or on easyfind thread?) Or is there some insight needed to make better custom yaml entries? I feel like I'm going to be doing a lot of them.
I have confirmed that the issue has been resolved. Thank you very much.Thanks. This issue will be fixed in the next emu build
It hasn't since the dx11 changes.The navmesh is not being displayed. I selected Render Navigation Mesh which has always worked before but now it doesn't seem to do anything. Is there another setting that might be off?
View attachment 65499
It hasn't since the dx11 changes.
It is something on brain's worklog, but it isn't insubstantial
Question: When rebuilding the mesh, is there any way for the mesh to rebuild the tree's?
Note: when i opened the mesh it had the tree's but when i rebuilt it the tree's are all gone.
Tha
there isn't that im aware of, i just do aIs there a command line option to reload the waypoints on toons? My case scenario is I am modifying the waypoint on one toon while in the zone, and I save it on that toon, but obviously its still the old setting on all other toons in the zone. So my current solution is to do a global unload and reload of the plugin, but I was wondering if there was a more elegant solution. I tried the /nav load, but that didnt seem to reload the waypoints. I also tried the /nav reload but it also did not reload the waypoint file.
/dgae /multiline ; /plugin nav toggle; /timed 20 /plugin nav