The Far Journey (both sides)

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Rylec
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The Far Journey (both sides)

Post by Rylec » Fri Sep 20, 2019 2:41 pm

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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Re: The Far Journey (both sides)

Post by neatz09 » Sun Sep 22, 2019 9:57 pm

i believe cynnar was working on that

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Re: The Far Journey (both sides)

Post by Cynnar » Fri Sep 27, 2019 4:18 pm

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. :)
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Re: The Far Journey (both sides)

Post by Rylec » Mon Sep 30, 2019 1:35 am

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).
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Re: The Far Journey (both sides)

Post by Cynnar » Mon Sep 30, 2019 12:05 pm

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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Re: The Far Journey (both sides)

Post by Ememjr » Sun Oct 06, 2019 6:55 am

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,

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Re: The Far Journey (both sides)

Post by Cynnar » Sun Oct 06, 2019 8:00 am

This is what I came up with on the script to get the Drake to work.

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
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.
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Re: The Far Journey (both sides)

Post by Ememjr » Sun Oct 06, 2019 8:22 am

there seems to be something missing

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Re: The Far Journey (both sides)

Post by Cynnar » Sun Oct 06, 2019 8:25 am

There's the callbacks in the AddTimer() but those are already in the Drake's script.

Code: Select all

function startanimation(NPC, Spawn)
	SpawnSet(NPC, "visual_state", "10783")
end

function stopanimation(NPC, Spawn)
	SpawnSet(NPC, "visual_state", "0")
end
Edit: the Drake is an object and it's listed as tutorial_drake
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Re: The Far Journey (both sides)

Post by Ememjr » Sun Oct 06, 2019 8:50 am

aw ok thats it

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Re: The Far Journey (both sides)

Post by Cynnar » Sun Oct 06, 2019 8:54 am

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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