what is trigger_location_zone_id for in transporters
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- Ememjr
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what is trigger_location_zone_id for in transporters
all said in subject
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Jabantiz
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Re: what is trigger_location_zone_id for in transporters
It is the zone the transport is actually in, this is only used for the areas like darklight to common lands where you run through the cave and it zones you automatically.
If you just want a list or map it would be left as 0.
If you just want a list or map it would be left as 0.
- Ememjr
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Re: what is trigger_location_zone_id for in transporters
ok one other thing if you have a list (in list mode) that contains just the subburbs lets say, do i have to have a list for each one or can the list have all suburbs, and all the suburbs use the same list
will it automatically omit the subburb you are in from the list
will it automatically omit the subburb you are in from the list
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Jabantiz
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Re: what is trigger_location_zone_id for in transporters
If you use the map I believe it will list the suburb you are in but color it and make it in selectable.
For a list I honestly don't remember as it has been so long since the last time I used the lists, you will just have to try it and see.
For a list I honestly don't remember as it has been so long since the last time I used the lists, you will just have to try it and see.
- Ememjr
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Re: what is trigger_location_zone_id for in transporters
confirmed, the list will leave the current zone not listed,
and the next question is, is there a way already i place to make the signs/bells dynamic, ie a zone/list item only shows up if a character has unlocked it
(access quests) the one i remember are the maid for the myst ones that should up i think when getting access from TS to EL or from EL to Feeroot
edit: oh i see we can set min max level and quest , queststep,quest complete
but do not see good /evil, in live good toons cannot travel to freeport, and evil toons cannot travel to qeynos
and the next question is, is there a way already i place to make the signs/bells dynamic, ie a zone/list item only shows up if a character has unlocked it
(access quests) the one i remember are the maid for the myst ones that should up i think when getting access from TS to EL or from EL to Feeroot
edit: oh i see we can set min max level and quest , queststep,quest complete
but do not see good /evil, in live good toons cannot travel to freeport, and evil toons cannot travel to qeynos
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Jabantiz
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Re: what is trigger_location_zone_id for in transporters
Yea this was a todo with the others but something prevented it from being added. I think it was simply there is no good/evil flag for characters and therefore no easy way to determine their alliance currently.Ememjr wrote: Mon Mar 05, 2018 4:05 am but do not see good /evil, in live good toons cannot travel to freeport, and evil toons cannot travel to qeynos
- Ememjr
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Re: what is trigger_location_zone_id for in transporters
although there is no flag that says your good or evil that is controlled through factions
for example a new good character gets or should get
-40k with The City of Freeport and
-40k with exile
0 with City of Qeynos
once you leave the Isle of refuge or Queens Colony and go to qeynos
the freport and exile got to -50k
and
The City of Qeynos goes to 40k
so in order to implement for good evil, is
1. ensure that factions are getting set correct on character creation/landing on the boat /isle
2. implement faction check in transporters
3. if we can diasable zones in the zone list so no one can get to them, if its not already done do a zone allowed check based on the destination zone and ommit from map or list if its not available for use
for example a new good character gets or should get
-40k with The City of Freeport and
-40k with exile
0 with City of Qeynos
once you leave the Isle of refuge or Queens Colony and go to qeynos
the freport and exile got to -50k
and
The City of Qeynos goes to 40k
so in order to implement for good evil, is
1. ensure that factions are getting set correct on character creation/landing on the boat /isle
2. implement faction check in transporters
3. if we can diasable zones in the zone list so no one can get to them, if its not already done do a zone allowed check based on the destination zone and ommit from map or list if its not available for use
- Ememjr
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Re: what is trigger_location_zone_id for in transporters
1. so factions are getting set correctly once i revised my starting factions
2. i have alter db for adding faction_id and faction_value
3. i have modified the code structs and code etc to add the faction info
where i am stuck at the moment is where in the code is transporter code sent to the client and checked on whether the location should even be in the list, once i find that i can add faction checks in addition to the quest checks that are hopefully already there,
in clues where it might be?
2. i have alter db for adding faction_id and faction_value
3. i have modified the code structs and code etc to add the faction info
where i am stuck at the moment is where in the code is transporter code sent to the client and checked on whether the location should even be in the list, once i find that i can add faction checks in addition to the quest checks that are hopefully already there,
in clues where it might be?
- xinux
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Re: what is trigger_location_zone_id for in transporters
You want this.
Code: Select all
void Client::ProcessTeleport(Spawn* spawn, vector<TransportDestination*>* destinations, int32 transport_id){
EQ II - Build=1360 (Orig) - Build=1360 (DoF) - Build=2654 (KoS) - Build=3375 (Classic) - Build=3554 (EoF)
EQ II - Build=4412 (RoK) - Build=5122 (TSO) - Build=6118 (SF) - Build=7628 (DoV) - Build=8295 (Aod)
EQ II - Build=4412 (RoK) - Build=5122 (TSO) - Build=6118 (SF) - Build=7628 (DoV) - Build=8295 (Aod)
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tyrbo
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Re: what is trigger_location_zone_id for in transporters
I've added an alignment column on players for PVP usage.
1 = Good, 0 = Neutral (or in my case, a GM, so neutral to all, not able to attack any other player or be attacked), and -1 = Evil.
1 = Good, 0 = Neutral (or in my case, a GM, so neutral to all, not able to attack any other player or be attacked), and -1 = Evil.
- Ememjr
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Re: what is trigger_location_zone_id for in transporters
thanks for the info to gotta figure out the way ( they did at release)
where it can be quest or level so like this
the bell on ts docks would unlock for EL at level 32 tradeskill or 32 adventure or by completion of an access quest
so a way to add some logic to the equations ( maybe change to a prereqs table)
and have that table have a field to determine the type ie
req type value value2
min_level OR 32
TS_MIN_level OR 32
FACTION AND 11 50000
QUEST OR 212 2
ideas and thoughts?
there are also with the telports in the new Planes of magic where the teleporter has to be accessed once to enable flying to it that we can add somehow( the horses in witheredland work like that as well
where it can be quest or level so like this
the bell on ts docks would unlock for EL at level 32 tradeskill or 32 adventure or by completion of an access quest
so a way to add some logic to the equations ( maybe change to a prereqs table)
and have that table have a field to determine the type ie
req type value value2
min_level OR 32
TS_MIN_level OR 32
FACTION AND 11 50000
QUEST OR 212 2
ideas and thoughts?
there are also with the telports in the new Planes of magic where the teleporter has to be accessed once to enable flying to it that we can add somehow( the horses in witheredland work like that as well
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Jabantiz
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Re: what is trigger_location_zone_id for in transporters
Faction is not a good way to go because the player can change it, for example both Qeynos and Freeport have guards that are attackable even if you belong to that city and what more they give aa xp so killing them gives a hit to that faction, if you check for faction is 50k even a single kill of one of those guard can bring them below and unable to use the transports.
Really there needs to be a flag on the player and it needs to be set based off of the starting city choice with lua functions to change it to the other city or exiled.
A prereq table is a good idea though so it is not all jammed into the transports table and would let us make things more complicated like your example.
Really there needs to be a flag on the player and it needs to be set based off of the starting city choice with lua functions to change it to the other city or exiled.
A prereq table is a good idea though so it is not all jammed into the transports table and would let us make things more complicated like your example.
- Ememjr
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Re: what is trigger_location_zone_id for in transporters
at least in freeport killing of guards worsen the The Freeport Militia faction, not the CIty of Freeport faction, in fact i have read somewhere the only thing that can change "The City of ..." factions is betrayal and related quests nothing else and AA does not and Never has been associated with faction
as for using it i still think its a good idea, and it works without too much change, and will work for exile as well and if you are doing betrayal quests, its your faction that deteramines the next steps
as for using it i still think its a good idea, and it works without too much change, and will work for exile as well and if you are doing betrayal quests, its your faction that deteramines the next steps
- Ememjr
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Re: what is trigger_location_zone_id for in transporters
and killing qeynos guard changed faction of "The Qeynos Guard"
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Jabantiz
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Re: what is trigger_location_zone_id for in transporters
I swear it lowered city faction at some point, oh well. Still you would need to check the faction on all cities to determine good/evil/exile though so I still stand by a flag set with the starting city choice. Starting in halas doesn't give max qeynos faction (unless that changed as well).
Not to mention a flag allows better customization then if you force factions to be there to determine the alignment.
I am not saying faction and aa are linked was just pointing out that some killable guards gave aa xp so people would kill them taking the faction hit.
Not to mention a flag allows better customization then if you force factions to be there to determine the alignment.
I am not saying faction and aa are linked was just pointing out that some killable guards gave aa xp so people would kill them taking the faction hit.
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