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Any way we can get a file to save trigger distances for specific zones without having to change the settings?
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this has been mentioned by a few folks with both nav and follow, current workaround until a cause/solution is found, is to /removelevJust wanted to make a post here, using MQ2Nav has become very difficult when using Selo's Song of Travel since it has stopped updating the view angle with consideration to the Z Axis position of the nav path since the last update, toons constantly running into ceilings now. I use nav to maintain my camp positioning and stuff as well in my macro so cannot play in any underwater zones currently due to this.
you can make sure your nav options aren't set to ignore to ignore scripted doors (in case it is a scripted door)I'm having issues using Nav through Frostcrypt with the doors. Mesh and doors are fine, rebuilt with objects and all that. When I use the Nav tools and issue the click command on say obj_frostdoor(98) it opens fine. Seems like when trying to nav it doesn't know to click the door when trying to move past it. Any ideas?
Thanks Sic! It was the scripted doors checkbox! I completely overlooked that and I thought it surely wouldn't be that simple, had to be something I had done wrong. lolyou can make sure your nav options aren't set to ignore to ignore scripted doors (in case it is a scripted door)
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or you might mess with your trigger distance, unfortunately this doesn't "save"
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are you sure you're patched, this was fixedLev appears to be fubar when using nav since last patch. Guys wont drop down to ground level like they used to. Is there a setting I am missing?
Man, I found this and did that but what I didn't change was the Stop Navigation and that seemed to fix it... strange.I moved your mqnav question to the mqnav thread
if you look up like 3 or 4 posts you'll see a similar question was answered
Plugin - - MQ2Nav Release Thread
Any way we can get a file to save trigger distances for specific zones without having to change the settings? :)www.redguides.com
you can't "add a door"
you likely need to /nav ui then adjust the "ignore scripted doors"
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auras are spawns, you can nave to spawns, yes. try itis it possible to nav to an aura? I know you can nav to objects and pcs and spawn and whatnot, but havent been able to test to an aura. Or possibly even set up a dynamic loc if you cant do auras.
So trigger distance can't saved in MQ2Nav.ini manually?you can make sure your nav options aren't set to ignore to ignore scripted doors (in case it is a scripted door)
View attachment 42171
or you might mess with your trigger distance, unfortunately this doesn't "save"
View attachment 42172
NoSo trigger distance can't saved in MQ2Nav.ini manually?
You may be referring to the Navmesh file?The giants fort in ToV EW could use some refining, it tries to pull through the all or bugs out if the giant is behind the fireplace. Phenomenal work overall though, thank you!
is there a way to make nav do:
1) Nav close to something but not exactly to it
2) avoid something like the plague, like a moving object
Having an issue with toons clumping up too close and getting toons who arrive first get stuck in a spot and cant move.
and
would like to make toons run away from something, like an aura they need to avoid.
/nav spawn id ${Me.ID} |dist=10
you would need to make a piece of code that gets the objects location, and then make a math thing based on that and nav to the x y z positions you deem avoiding the object.is there a way to make nav do:
1) Nav close to something but not exactly to it
2) avoid something like the plague, like a moving object
Having an issue with toons clumping up too close and getting toons who arrive first get stuck in a spot and cant move.
and
would like to make toons run away from something, like an aura they need to avoid.
I unfortunately do not know LuaIf not make a Lua that stops navigation when it reach a distance
What does this do? Im not familiar with the extra syntax after the ID part.INI:/nav spawn id ${Me.ID} |dist=10
Stops at a distance of 10 from the spawnWhat does this do? Im not familiar with the extra syntax after the ID part.
please repatch, you are out of dateMQ2Nav dies ioen doors in new expax and also in old TOL zones as it is. just runs up against the door scripted and non scripted. any chance to take a peak when possible? thanks.
If I understood well, it might be better to not use "/target npcname" and "/nav target" for your case you might shall use "/nav spawn Animist Khalan"In NoS Shadow Haven, there are a couple nav challenges.
What is the best way to use the portal pads to navigate through zone? Is there a mesh edit that would train nav to use them?
Here are the commands I have used to Animist Khalan from the ingress point after using the Lost Turnip clicky:
/nav door id 5 click
/nav door id 3 click
/target Animist Khalan
/nav target
Also, looking for suggestions about the door to Deepshade, my hope is to have /travelto use the portal pads, go through door, and into Deepshade. The problem I have is that "/nav door id 1 click" doesn't find a route to the door, I assume because the door object is so large, the x,y,z coord for its center point is too high above the mesh to work. I have turned on scripted doors and used "/nav locyx" with some success but wondering if there is a better way.
Thanks!
some good info hereI've used /nav help and checked on the wiki, so there probably isn't, but I figured I'd ask here anyhow. When I click on the map and it creates a red X and lights up the golden path, is there a command to navigate to the point?