Widgets and heading
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- Gangrenous
- Posts: 812
- Joined: Sun Apr 24, 2016 6:54 am
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Widgets and heading
What I am finding is that boats rather leave you behind unless they are widgets. The problem then is that widgets do not seem to respond well on the heading for waypoints. The boat heading will always remain the last heading it was at, not changing when the direction of the waypoint changes.
Resident Dirty Hippy
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Jabantiz
- Lead Developer
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Re: Widgets and heading
Headings should work on widgets, doors are widgets and to open them the heading is changed. Boats on the other hand have always been an issue, we have the raft in frostfang for an example but it never changes heading so I would have to look into that when I get time. There is those other boats that take you from ant to kunark for example, those aren't implemented yet.
- Gangrenous
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- Joined: Sun Apr 24, 2016 6:54 am
- Characters: Dinsmoor
Re: Widgets and heading
Yes I can change the heading manually but I cannot seem to find a way to do it during each waypoint change. Maybe there is an event on each waypoint change?
Resident Dirty Hippy
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Jabantiz
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Re: Widgets and heading
If you are using the movement loop lua function you can add a callback function when it reaches that location and then use SpawnSet() in the call back function to change its heading, SpawnSet() is the same as /spawn set just the lua implementation. Odd that the widget is not facing the new location on its own like it should though.
- Gangrenous
- Posts: 812
- Joined: Sun Apr 24, 2016 6:54 am
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Re: Widgets and heading
Nope, sure not. Works fine as just an NPC, but soon as I make it a widget it loses heading. Of course as just an NPC you cannot stay on the boat, you slide off.
Hell if I got the boats working in EQ1, which I did, I will figure these out.
Hell if I got the boats working in EQ1, which I did, I will figure these out.
Resident Dirty Hippy
- Gangrenous
- Posts: 812
- Joined: Sun Apr 24, 2016 6:54 am
- Characters: Dinsmoor
Re: Widgets and heading
Oh hell I just noticed there is an optional param at the end, missed that oneJabantiz wrote: lua function you can add a callback function
Resident Dirty Hippy
- Gangrenous
- Posts: 812
- Joined: Sun Apr 24, 2016 6:54 am
- Characters: Dinsmoor
Re: Widgets and heading
Okay, making progress. Using the callback I was able to set the heading, a bit clunky but it is working. Another quirk, if you use the callback function the pause for the waypoint will quit working. I had to get the boat steered where I wanted it, then use another waypoint to get it to pause at the dock.
Overall, I am pretty happy with it. Later on, when pathing is perfected I will go back and do these routes cleaner, I am okay with how it currently is. I am going to get back to content at the moment but when I am done with Antonica I will work out getting players zoned around. I should be able to reuse some of my scripts from EqEmu.
Wondering though, do we have think like player globals or the ability to send signals betweem NPC's?
Overall, I am pretty happy with it. Later on, when pathing is perfected I will go back and do these routes cleaner, I am okay with how it currently is. I am going to get back to content at the moment but when I am done with Antonica I will work out getting players zoned around. I should be able to reuse some of my scripts from EqEmu.
Wondering though, do we have think like player globals or the ability to send signals betweem NPC's?
Resident Dirty Hippy
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Jabantiz
- Lead Developer
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- Joined: Wed Jul 25, 2007 2:52 pm
- Location: California
Re: Widgets and heading
Odd that callback now cancels the pause, that use to always work.
There is SetPlayerHistory() and GetPlayerHistory() that will store info in the DB, if you only need it to last while in the zone then SetTempVariable() and GetTempVariable() would be better. As for signals it is possible to get pointers to other spawns with the various GetSpawn functions and then use those pointers to do stuff.
There is SetPlayerHistory() and GetPlayerHistory() that will store info in the DB, if you only need it to last while in the zone then SetTempVariable() and GetTempVariable() would be better. As for signals it is possible to get pointers to other spawns with the various GetSpawn functions and then use those pointers to do stuff.
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