Now the boring how it works stuff, there are 2 tables and some lua needed in order to set up a path, first the tables. `flight_paths` is all the different paths
`id` is important here as it will be needed for lua
`zone_id` is the id of the zone the path is in
`name` is useless to the code but invaluable for content devs, it will describe the path
`speed` how fast the route is, default is 1.0
`flying` if this auto mout is flying (griffon) or on the ground (horse)
`early_dismount` set to 1 if the player can hit the jump key to get off the ride when ever they want, 0 means they are stuck until the end
`flight_paths_locations` is the actual list of locations that forms a route
`id` is used to order the list
`flight_path` is the id in `flight_paths` that this location belongs to
`x`
`y` These 3 are the xyz location
`z`
Order does matter in `flight_paths_locations` as you will travel from the first to the last, if they are mixed up you could be in for one wild ride.
Now to actually start an auto mount some where in a lua script you will need to use
Code: Select all
StartAutoMount(Spawn, 1)
Now the important part, you will need to set up a proximity location in the zone script to end the trip, this is required as with out it the player could be stuck on the auto mount until they force close the client, or /zone
Code: Select all
function init_zone_script(zone)
SetLocationProximityFunction(zone, 172.5, 18.5, -880.97, 10, "GriffonTower", "Leave")
end
function GriffonTower(zone, Spawn)
if IsPlayer(Spawn) and IsOnAutoMount(Spawn) then
EndAutoMount(Spawn)
end
end
function Leave(zone, Spawn)
end
Please log on to the emu server and give it a try, and let me know if you notice anything odd. I will see about getting all of thundering steppes set up over the next few days.