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Waypoints being skipped after load-in question...

Posted: Thu Mar 18, 2010 1:50 pm
by unicron
I'm wondering why I have to duplicate the waypoint directly after transferring to a different location.

Code: Select all

<waypoints type="TRAVEL" >
	<!-- #  1 --><waypoint x="29095" z="4408">	</waypoint>
	<!-- #  2 --><waypoint x="28956" z="4545">	</waypoint>
	<!-- #  3 --><waypoint x="28758" z="4672">	</waypoint>
	<!-- #  4 --><waypoint x="28406" z="4790">	</waypoint>
	<!-- #  5 --><waypoint x="28151" z="4538">	</waypoint>
	<!-- #  6 --><waypoint x="27925" z="4396">	</waypoint>
	<!-- #  7 --><waypoint x="27974" z="4204">	</waypoint>
	<!-- #  8 --><waypoint x="28383" z="3982">	</waypoint>
	<!-- #  9 --><waypoint x="28466" z="3614">	</waypoint>
	<!-- # 10 --><waypoint x="28517" z="3480">
		player:target_NPC(language[175]);
		player:rest(2);
		sendMacro("SpeakFrame_Hide()");
		</waypoint>
	<!-- # 13 --><waypoint x="28282" z="3435">	</waypoint>
	<!-- # 14 --><waypoint x="27912" z="3418">
		player:target_NPC("Sidklaw");
		player:rest(2);
		sendMacro("ChoiceOption(1);");
		yrest(24000);
		player:update();
		__WPL:setWaypointIndex(__WPL:getNearestWaypoint(player.X, player.Z));
		</waypoint>
	<!-- # 17 --><waypoint x="4536" z="-3537">	</waypoint>
	<!-- # 17 --><waypoint x="4536" z="-3537">	</waypoint>
	<!-- # 18 --><waypoint x="4807" z="-3540">	</waypoint>
	<!-- # 19 --><waypoint x="5261" z="-3873">		
		player:target_NPC("Lyeve");
		player:rest(2);
		sendMacro("ChoiceOption(5);");
		yrest(24000);
		player:update();
		__WPL:setWaypointIndex(__WPL:getNearestWaypoint(player.X, player.Z));
		</waypoint>
	<!-- # 20 --><waypoint x="2483" z="1074">	</waypoint>
	<!-- # 20 --><waypoint x="2483" z="1074">	</waypoint>
	<!-- # 21 --><waypoint x="1905" z="969">	</waypoint>
	<!-- # 24 --><waypoint x="1310" z="651">	</waypoint>
	<!-- # 25 --><waypoint x="1073" z="651">	</waypoint>
	<!-- # 26 --><waypoint x="921" z="528">		</waypoint>
	<!-- # 27 --><waypoint x="866" z="229">		</waypoint>
	<!-- # 28 --><waypoint x="827" z="-152">	loadPaths("1-10Pioneers/l9-10_bugs");</waypoint>
</waypoints>
Configuration wise, the pioneer uses identical scripting, but doesn't require duplicate waypoints that I've noticed. Must be something I'm doing? If I don't have 2x #17s and #20s, it will skip 17 and go straight to 18. The same goes for 20, it will go directly to 21. I doubled the yrest to see if it was me lagging, but it wasn't.

This is the last level 9 travel from the elf starter area that converts over to the bug pioneer. The elf one I created uses the l1-10 profile as well.

Fyi. The first npc is just snoop btw. This isn't a huge deal or anything, just trying to figure out my mistake more or less.

Re: Waypoints being skipped after load-in question...

Posted: Thu Mar 18, 2010 1:58 pm
by Administrator
__WPL:setWaypointIndex(__WPL:getNearestWaypoint(player.X, player.Z));
This is probably the line that's causing you confusion. It's automatically resetting the next waypoint index (the next waypoint in the waypoint chain). Remove that line and it should continue on to the next waypoint instead.

Re: Waypoints being skipped after load-in question...

Posted: Thu Mar 18, 2010 2:32 pm
by unicron
I was thinking it was a required reset on map changes. Thanks :>