Creating attack wavepoints

Runes of Magic/Radiant Arcana (http://www.runesofmagic.com)
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AngelDrago
Posts: 133
Joined: Fri May 06, 2011 10:39 am

Creating attack wavepoints

#1 Post by AngelDrago » Thu May 12, 2011 11:44 pm

Hello, Everyone

So i started to create an attack wavepoints but for some reason i don't understand how all this works... this is what i like to do and maybe some one can help me understanding it...

So i have create a path see script below...

Code: Select all

<?xml version="1.0" encoding="utf-8"?><waypoints>
	<!-- #  1 --><waypoint x="2763" z="2057" y="-7">		player:target_NPC("Black Boar");
		player:target_NPC("Grassland Hyena");
		player:target_NPC("Cow Beetle");
		player:target_NPC("Cow Beetle");
	</waypoint>
	<!-- #  8 --><waypoint x="3626" z="3354" y="27">		player:target_NPC("Evil Farmhand from Maidge's Farm");
		player:target_NPC("Evil Farmhand from Maidge's Farm");
		player:target_NPC("Evil Farmhand from Maidge's Farm");
		player:target_NPC("Silvermane Hound");
		player:target_NPC("Bandit");
	</waypoint>
</waypoints>
So what i don't understand it this if i go to start an lvl up... cenerio i run to an Boar and there are like 10 on the field of them there do i need to kill all of them or just one? the same thing with all the other foes...
Any help is very much appriciated :oops:

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lisa
Posts: 8332
Joined: Tue Nov 09, 2010 11:46 pm
Location: Australia

Re: Creating attack wavepoints

#2 Post by lisa » Fri May 13, 2011 12:21 am

You don't need to tell it what to target
try just this

Code: Select all

<?xml version="1.0" encoding="utf-8"?><waypoints>
   <!-- #  1 --><waypoint x="2763" z="2057" y="-7"> </waypoint>
   <!-- #  8 --><waypoint x="3626" z="3354" y="27"></waypoint>
</waypoints>
Remember no matter you do in life to always have a little fun while you are at it ;)

wiki here http://www.solarstrike.net/wiki/index.php?title=Manual

AngelDrago
Posts: 133
Joined: Fri May 06, 2011 10:39 am

Re: Creating attack wavepoints

#3 Post by AngelDrago » Fri May 13, 2011 10:56 am

Thank you, lisa

i used your suggestion but it will not attack any foes like, boar, hyena, cow bettle etc...

do i need to add it some where like in my profile please advice and thank you again

Mushroomstamp
Posts: 210
Joined: Wed Oct 27, 2010 11:34 am

Re: Creating attack wavepoints

#4 Post by Mushroomstamp » Fri May 13, 2011 11:11 am

Make sure your target levels don't exclude the mobs from being attacked;

Code: Select all

<option name="TARGET_LEVELDIF_ABOVE" value="3" />
<option name="TARGET_LEVELDIF_BELOW" value="10" />
And make sure that you don't have any names in the "mobs" section... should look like this;

Code: Select all

<mobs>
<!-- names of mobs we want to attack -->
<!-- if no names defined we will attack all mobs -->
<mob name="" />
<mob name="" />
<mob name="" />
</mobs>
If the problem is not at either of those places, paste your profile, (and use code tags), and we'll figure it out.

AngelDrago
Posts: 133
Joined: Fri May 06, 2011 10:39 am

Re: Creating attack wavepoints

#5 Post by AngelDrago » Fri May 13, 2011 1:09 pm

thank you as well Mushroomstamp i did add the up to 5 per my lvl....

know i need to figured out how can i make it walk over a lake or hils and of course harvest... and i would be set for know... do you have any idea?

Mushroomstamp
Posts: 210
Joined: Wed Oct 27, 2010 11:34 am

Re: Creating attack wavepoints

#6 Post by Mushroomstamp » Sat May 14, 2011 6:42 am

Run "rom/createpath.lua". Once loaded, the MM window will display your options for different waypoint types. Run to a spot that you want your character to go to & press the appropriate number for whatever you want it to do.

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