Path commands:
.path [argument]
possible arguments: addwp, mod, show, event, load
addwp [#argument] - if argument present, add waypoint to current PathID's number if not starts new path,
if creature selected and target have loaded waypoint path add waypoint to target's path new waypoint.
mod [argument]
possible arguments: del, move, delay, flag, event_id, event_chance
del - delete current waypoint.
move - move current waypoint to player's location.
delay, flag, event_id, event_chance [argument #] set the current waypoint choosed parameter.
show [argument]
possible arguments: on, off, info, first, last
on - [#argument] argument: pointer to existing path id, if creature selected and target have loaded path
shows current's target path using a minor scale models of the target.
off - removes all visual waypoints.(requires target)
info - show selected wp info.(requires wp target)
first/last ([arg: #pathid]/target) - show first/last wp of the existing pathID argument or selected target(if target have path loaded).
load [arg:pathid] (target) - load path with pathid = arg:[#] to selected target(don't try to load path to a wp selected creature bustards ;P)
!IMPORTANT: Remember: After every change made on the path to get changes while in game use .loadpath [#path id number](listed bellow),
it will apply changes but unload any linked creaure to this path. So you must then use .path load #
to link travellers again.
event [argument]
possible arguments: add, del, mod, listid
add [argument] if present add will bi added new waypoint script with choosed arg number guid, if not it puts new in the last free guid number.
del [argument:guid #] delete waypoint script pointed to the current waypoint_scripts guid.
mod [argument #existing waypoint_scripts guid] [argument: (posx %f, posy %f, posz %f, orientation %f, datatext %s, datalong %u, datalong2 %u, setid %u, command %u)] [argument: #update data]
listid [#] list all scripts with pointed id.
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Apply path changes:
.loadpath [argument #] - reload path with path id number [#argument], applying all made changes on path(for applying script changes [.path event mod...] use [.reload] command)
IMPORTANT: Remember: After every change made on the path to get changes while in game use .loadpath [#path id number],
it will apply changes but unload any linked creaure to this path. So you must then use .path load #
to link travellers again.
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Formation commands:
.formation [argument]
possible arguments: setleader, dismiss, followdist, followangle
setleader [#leader's guid] (target required) - set selected creature as follower in formation with creature(leader) with guid: [#argument]
dismiss (target) - dismiss the formation of selected target(leader/follower)
followdist [#float dist] - set the distance of the position of the follower while moving in formation with leader
followangle [#float angle] - set the angle of the position of the follower while moving in formation with leader
IMPORTANT: Formation is only pass move depending getting the current nodes of the formation members. If you want to make two units moves
synchronized you must load them the same path. If no angle or dist presented the follower will not start moving.
The changes made in formation rules will get applied after server restart.