The Far Journey (both sides)
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- Rylec
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The Far Journey (both sides)
I noticed that some work had been done to the Evil version, but I don’t see The Far Journey(s) added to the milestones? Is this intentional?

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neatz09
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Re: The Far Journey (both sides)
i believe cynnar was working on that
- Cynnar
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Re: The Far Journey (both sides)
When Jabantiz and I moved forward on the layout of the Milestone 2.0 - 2.9 live had not released the time lock servers and we didn't have any data for the zones. Since the time lock servers became public, I have been working on evil side.
I currently have all spawns added in, and Ememjr has some of the scripts started. Nothing working yet, but I do try to work on scripts for this zone when I can.
Anyone is welcome to jump in and help with those scripts, but done delete the part that has the Drake code in it. I don't know if I could remember what I did to make it work.
I currently have all spawns added in, and Ememjr has some of the scripts started. Nothing working yet, but I do try to work on scripts for this zone when I can.
Anyone is welcome to jump in and help with those scripts, but done delete the part that has the Drake code in it. I don't know if I could remember what I did to make it work.
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- Rylec
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Re: The Far Journey (both sides)
Ahh, that makes sense. Well, The Thieves' Way is proving to be a much larger zone than first anticipated, so it will take some time before I can move on to other projects. I thought I would start from the 'start' from a player's perspective so something along the lines of The Far Journey, Starter Isles, Qeynos/Freeport, subs, etc...
I promise I will not delete anything (I plan to use -- to comment anything out instead of deleting if I make any changes so things are preserved).
I promise I will not delete anything (I plan to use -- to comment anything out instead of deleting if I make any changes so things are preserved).

- Cynnar
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Re: The Far Journey (both sides)
That's fine. Eventually the script for the Drake will be moved. I can't remember who triggers the Drake but it can be moved to that spawns script. I think it the Captain but I am not 100% on that.
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- Ememjr
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Re: The Far Journey (both sides)
yes it would be in the captains script, cynarr do you remomebr the object that gets changed, and the # we had to change it to.
fyi for those interested, its a spawn object and changing the animation or model type or viual , i forgot which, make that object do the whole animation sequence of the fire and dragon,
fyi for those interested, its a spawn object and changing the animation or model type or viual , i forgot which, make that object do the whole animation sequence of the fire and dragon,
- Cynnar
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Re: The Far Journey (both sides)
This is what I came up with on the script to get the Drake to work.
I done the testing with Anikra. Right now if you hail her you can choose the option to call the Drake and it will fire off that function callDrake.
Code: Select all
function callDrake(NPC, Spawn)
FaceTarget(NPC, Spawn)
local drake = GetSpawn(NPC, 270013)
if drake ~= nil then
AddTimer(drake, 5000, "startanimation")
Say(NPC, "Drake should be flying")
AddTimer(drake, 31000, "stopanimation")
Say(NPC, "Drake should be gone now")
end
end
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- Ememjr
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Re: The Far Journey (both sides)
there seems to be something missing
- Cynnar
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Re: The Far Journey (both sides)
There's the callbacks in the AddTimer() but those are already in the Drake's script.
Edit: the Drake is an object and it's listed as tutorial_drake
Code: Select all
function startanimation(NPC, Spawn)
SpawnSet(NPC, "visual_state", "10783")
end
function stopanimation(NPC, Spawn)
SpawnSet(NPC, "visual_state", "0")
end
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Re: The Far Journey (both sides)
aw ok thats it
- Cynnar
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Re: The Far Journey (both sides)
Didn't really think about it as I have it set up already. Lol. Like I said too much booze last night.
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