how long will an npc wait when the Waypoint is set to 100000? because thats the only way i can get my npcs to actually STOP at a spot but i've been working on these npcs for hours and i have no idea how long that'll take because the number is half meaningless. clearly its some form of time, how ever does not seem to be seconds. or minutes. something less.

Waypoints
Waypoints database to give paths for plugins that require it
Total Downloads: 12,585 - First Release: Apr 22, 2015 - Last Update: Apr 14, 2017
- 5/5, 15 likes
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To be able to create a route (with different speeds) on, say, a long and windy road, it would be handy to have a 'viceversa' command, to retrace the route back (and set the speeds properly). May I propose this, perhaps:
Code:[ChatCommand("waypoints_viceversa")] void cmdWaypointsViceVersa(BasePlayer player, string command, string[] args) { if (!hasAccess(player)) return; if (!isEditingWP(player, 1)) return; var WaypointEditor = player.GetComponent<WaypointEditor>(); if ((WaypointEditor.targetWaypoint == null) || (WaypointEditor.targetWaypoint.Waypoints.Count < 2)) { SendReply(player, "Use /waypoints_add to set a minimum of 2 waypoints"); return; } List<WaypointInfo> LWaypointInfo = new List<WaypointInfo>();//get copy of current list foreach (WaypointInfo x in WaypointEditor.targetWaypoint.Waypoints) LWaypointInfo.Add(x); LWaypointInfo.Reverse();//reverse copy of current list // Iterate over reverse copy of current list to create new waypoints // Speed should be set with the speed of the former waypoint. // Imagine this end of a route: run with 5 to posA, then walk to the end with 1. Then: vice versa. // You cant say: run to posA with 5. That piece of the path: should be walked with 1. int counter = 0; float speed = 3f; foreach (WaypointInfo x in LWaypointInfo) { if (counter > 0) { WaypointInfo t = new WaypointInfo(x.Position, speed); WaypointEditor.targetWaypoint.AddWaypoint(t.Position, t.Speed); SendReply(player, string.Format("Waypoint Added: {0} {1} {2} - Speed: {3}", t.Position.x, t.Position.y, t.Position.z, t.Speed)); } speed = x.Speed; counter++; } // to walk to spawnposition with the same speed as from the spawnposition WaypointInfo tfirst = WaypointEditor.targetWaypoint.Waypoints.First(); WaypointEditor.targetWaypoint.AddWaypoint(tfirst.Position, tfirst.Speed); SendReply(player, string.Format("Waypoint Added: {0} {1} {2} - Speed: {3}", tfirst.Position.x, tfirst.Position.y, tfirst.Position.z, tfirst.Speed)); SendReply(player, string.Format("A total of {0} Waypoints added.", counter)); }
The fuzz with adding the first to the last is to make them walk from/to the spawnposition with correct speed. -
It doesn't matter where I place the waypoints it always returns in all the waypoints blocked except one: (see below, I placed 60 waypoints, 59 return blocked, no matter where they are placed) The worst about it all is that it has a great impact in server performance when it happens.
Code:(22:15:13) | Blocked waypoint? (-678.1, 27.4, 762.6) for ZOMBIE (22:15:13) | Blocked waypoint? (-678.2, 27.9, 785.7) for ZOMBIE (22:15:13) | Blocked waypoint? (-694.1, 30.8, 829.2) for ZOMBIE (22:15:13) | Blocked waypoint? (-738.0, 32.2, 850.8) for ZOMBIE (22:15:13) | Blocked waypoint? (-789.7, 30.8, 931.7) for ZOMBIE (22:15:13) | Blocked waypoint? (-737.9, 32.9, 993.5) for ZOMBIE (22:15:13) | Blocked waypoint? (-665.3, 26.6, 1105.4) for ZOMBIE (22:15:13) | Blocked waypoint? (-661.8, 27.7, 1141.3) for ZOMBIE (22:15:13) | Blocked waypoint? (-654.0, 28.8, 1162.0) for ZOMBIE (22:15:13) | Blocked waypoint? (-723.7, 28.9, 1296.1) for ZOMBIE (22:15:13) | Blocked waypoint? (-730.3, 28.2, 1318.7) for ZOMBIE (22:15:13) | Blocked waypoint? (-765.3, 20.3, 1361.8) for ZOMBIE (22:15:13) | Blocked waypoint? (-780.4, 21.8, 1374.1) for ZOMBIE (22:15:13) | Blocked waypoint? (-759.9, 26.0, 1381.2) for ZOMBIE (22:15:13) | Blocked waypoint? (-736.1, 26.9, 1375.2) for ZOMBIE (22:15:13) | Blocked waypoint? (-721.0, 31.0, 1349.8) for ZOMBIE (22:15:13) | Blocked waypoint? (-681.7, 31.2, 1294.9) for ZOMBIE (22:15:13) | Blocked waypoint? (-560.7, 24.1, 1256.9) for ZOMBIE (22:15:13) | Blocked waypoint? (-348.9, 5.8, 1194.1) for ZOMBIE (22:15:13) | Blocked waypoint? (-289.3, 16.7, 1199.7) for ZOMBIE (22:15:13) | Blocked waypoint? (-269.7, 16.9, 1200.1) for ZOMBIE (22:15:13) | Blocked waypoint? (-221.7, 18.4, 1199.4) for ZOMBIE (22:15:13) | Blocked waypoint? (-118.9, 18.2, 1180.0) for ZOMBIE (22:15:13) | Blocked waypoint? (-86.6, 17.3, 1176.8) for ZOMBIE (22:15:13) | Blocked waypoint? (-64.4, 12.1, 1181.0) for ZOMBIE (22:15:13) | Blocked waypoint? (-44.3, 12.5, 1173.5) for ZOMBIE (22:15:13) | Blocked waypoint? (-13.4, 9.2, 1173.2) for ZOMBIE (22:15:13) | Blocked waypoint? (0.6, 10.7, 1146.9) for ZOMBIE (22:15:13) | Blocked waypoint? (41.5, 18.1, 1066.5) for ZOMBIE (22:15:14) | Blocked waypoint? (69.8, 17.2, 1066.5) for ZOMBIE (22:15:14) | Blocked waypoint? (77.6, 17.1, 1048.2) for ZOMBIE (22:15:14) | Blocked waypoint? (62.8, 24.3, 983.1) for ZOMBIE (22:15:14) | Blocked waypoint? (44.1, 20.6, 903.5) for ZOMBIE (22:15:14) | Blocked waypoint? (-82.0, 18.8, 705.9) for ZOMBIE (22:15:14) | Blocked waypoint? (-79.6, 24.9, 613.4) for ZOMBIE (22:15:14) | Blocked waypoint? (-117.1, 22.5, 576.4) for ZOMBIE (22:15:14) | Blocked waypoint? (-123.2, 23.6, 570.0) for ZOMBIE (22:15:14) | Blocked waypoint? (-124.2, 24.0, 562.6) for ZOMBIE (22:15:15) | Blocked waypoint? (-126.7, 24.1, 547.2) for ZOMBIE (22:15:15) | Blocked waypoint? (-163.6, 25.9, 536.0) for ZOMBIE (22:15:15) | Blocked waypoint? (-174.6, 22.4, 510.5) for ZOMBIE (22:15:15) | Blocked waypoint? (-194.2, 24.6, 495.2) for ZOMBIE (22:15:15) | Blocked waypoint? (-205.6, 22.1, 492.6) for ZOMBIE (22:15:15) | Blocked waypoint? (-248.7, 23.3, 465.8) for ZOMBIE (22:15:15) | Blocked waypoint? (-239.7, 22.3, 446.5) for ZOMBIE (22:15:15) | Blocked waypoint? (-296.7, 23.7, 158.6) for ZOMBIE (22:15:15) | Blocked waypoint? (-618.9, 20.5, -227.0) for ZOMBIE (22:15:15) | Blocked waypoint? (-709.9, 12.9, -239.7) for ZOMBIE (22:15:15) | Blocked waypoint? (-737.7, 7.0, -320.2) for ZOMBIE (22:15:15) | Blocked waypoint? (-849.0, 18.0, -165.0) for ZOMBIE (22:15:15) | Blocked waypoint? (-850.9, 19.6, -131.1) for ZOMBIE (22:15:15) | Blocked waypoint? (-884.2, 19.4, -113.6) for ZOMBIE (22:15:15) | Blocked waypoint? (-879.1, 23.3, -32.0) for ZOMBIE (22:15:15) | Blocked waypoint? (-813.0, 23.9, 40.4) for ZOMBIE (22:15:16) | Blocked waypoint? (-795.8, 24.2, 84.3) for ZOMBIE (22:15:16) | Blocked waypoint? (-824.0, 23.9, 163.0) for ZOMBIE (22:15:16) | Blocked waypoint? (-816.7, 25.1, 276.0) for ZOMBIE (22:15:16) | Blocked waypoint? (-794.9, 24.0, 307.4) for ZOMBIE (22:15:16) | Blocked waypoint to spawn? (-554.7, 19.2, 134.8) for ZOMBIE
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please update the plugin!
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Wulf Community Admin
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(00:38:56) | Assembly referenced by Waypoints plugin does not exist: RustBuild.dll
This is all I can see myself -
Wulf Community Admin
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Could we please have a command to list saved waypoints?
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/waypoints_edit command is suggested but it is unknown to console.
What can I do ?
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I am still getting nothing than blocked waypoints, can someone help me please?
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please update so us admins can make waypoints for the tank
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Could an option be added to set a crouching flag so using HumanNPC and setting a waypoint can make my npc crouch from one waypoint to another. That would be awesome
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Does stopping and waiting not work correctly? I set two waypoints on the same coordinates, but no matter the speed the npc doesn't stop at all, just goes to the next waypoint normally.
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Plugin shows nothing but blocked waypoints despite only having made 5, On a flat surface, With no obstructions. Waiting on points doesn't work either, And npcs ignore the 'hostile' flag. They won't even "defend" whether it's set to true or not as bears or zombies come barreling right down the hill and kill them. If you walk up to run and hit him with a hatchet THEN he'll defend himself.
Also the fireduration NPC flag doesn't seem to exist.
NPCs really need a 'hostility' radius for things like zombies boars wolves and bears.
EDIT: Just get rid of the currently broken pause functionality and implement a /waypoints_pause <n> function later down the road.Last edited by a moderator: Jan 30, 2018 -
was wondering if anyone figured out how to Edit a saved waypoint? I would like to change speed but do not want to have to do the whole thing over. Thanks
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For all those having issues with the "STOP" at second same waypoint I think the issue is in the HumanNPC plugin and not this plugin. Here is a link to a quick and dirty fix for this in the HumanNPC plugin.
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Oo! Yes, there has not been an update since March? ) What does it mean? Or stopped using bots?
In fact, I moved away from the topic!
Dear Nogrod, maybe I already wrote something on your projects already. ) Now I'm actively engaged in the restoration of my popular server and I use the best plug-ins. Which I set up my idea.
With active use, I notice some things that could be easily fixed, but they would become much more interesting and practical.
By configuring waypoints for my NPCs, I encountered such a problem that when testing a path, I can not know from which point the bot is currently running. I can only judge the error of setting the point by coordinates. And too many actions have to be done to take these coordinates, teleport to them and only then understand what the problem is.
To solve most problems, I reduce the accuracy of setting coordinates to 0, xx. But it still does not solve the problem. And when you have a path of> 100 waypoints, editing a file takes a long time.
I have a suggestion, for example, that when passing a point, the serial number of this point and the coordinates were translated into the chat. It would be very cool to watch at the moment at which point the bot passed.
I also can not quite figure out how / patchtest works. To set the point, I check its validity with / path, if the bot can reach it, but it writes coordinates 0, xxxx and sometimes 0, xxxxx. Is it possible to make a setting, multiplicity? And cut to 0, xx?
The command does not work: /waypoints_edit NAMELast edited by a moderator: Aug 11, 2018