what is trigger_location_zone_id for in transporters

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Ememjr
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Re: what is trigger_location_zone_id for in transporters

Post by Ememjr » Wed Mar 07, 2018 3:38 am

ok heres what ill do becuase i believe its controlled by faction

i will betray a character and will be exile for a while doing the quests to actually become a citizen , once you are a citizen you are good or evil or exile

if at anypoint during the questline i can use a bell or (sewers are still open to all) to enter qeynos or freeport ( while i am still an exile) to enter and complete the actual citizen ship line that makes me good or evil vs exile then i am going to go with the faction way (becuase that means its not good/evil controled) but faction controled

if i cannot use a bell until I actually become a citizen and become good or evil then i will go with the goo/evil/exile flag

also we would not have to check the faction on all cities, we would only have to check the faction of the city we are entering ie if the transporter goes to freeport then we just need to check that the freeport faction is high enough

the funny thing is i cannot find one thing in the game that says i am evil

i am trying to make like live appears to do things, and so far it appears its all faction based, and so far i have seen nothing that would make me believe its based on being good/evil/exile, in fact it appears that being good/evil/exile are based soley on what your factions are

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Ememjr
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Re: what is trigger_location_zone_id for in transporters

Post by Ememjr » Wed Mar 07, 2018 5:13 am

we could always just add both, you add a flag for good,evil, exile, ill add code for faction checks, since irrc there are other zones in the game you need a certain faction for and many places you just have to be good, evil etc


also i think we should add a description table as well that can tie to the transport id to make easier to find which id you need basically it would be something like

id transport_ID Description
1 50 worldmap
2 1 outside qeynos
3 2 inside qeynos
4 101 Plane of Innovation

etc.etc

tyrbo
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Re: what is trigger_location_zone_id for in transporters

Post by tyrbo » Thu Mar 08, 2018 9:35 am

You can't use a bell until you become a citizen on live. As someone who played in Exile for a long time on Nagafen, I'm like 99.9% sure on that.

Like I mentioned before, I added an alignment flag on a character which is set based on your initial starting city choice. Seems pretty simple.

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Ememjr
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Re: what is trigger_location_zone_id for in transporters

Post by Ememjr » Fri Jun 29, 2018 1:28 pm

i would like to bring this back up and like the option, to add faction as a trigger in order to use trasporters as i mentions above,

i had programmed this in my server, but did not commit, becuase you guys felt it was not neccessary or had a way it was done yourselfs,

but there are actullay teleports in the game ( last expansion has 3 factions that you have to raise for various this, and on is to access the crafting array)

theses teleportser are only active if you have enough faction with the correct people to access it

what i want to know if i implement this and publish will it it be committed or removed

Jabantiz
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Re: what is trigger_location_zone_id for in transporters

Post by Jabantiz » Fri Jun 29, 2018 3:17 pm

Go ahead and add it, I won't remove it.

Also as more requirements are added I think this idea will be needed.
Ememjr wrote: Tue Mar 06, 2018 12:10 pm 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

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