Wetting myself...

Topics related to EQ2 or the Everquest 2 Emulator Project.

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link2009
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Post by link2009 » Sun Jun 15, 2008 11:15 am

I like that idea John I'm just confused as to why the doors are no in their original place though.
It would be good if we could disable the functionality of a widget or even edit it for that matter (Make a barrel take you to a zone for example).
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LethalEncounter
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Joined: Wed Jul 25, 2007 10:10 pm

Post by LethalEncounter » Sun Jun 15, 2008 11:41 am

Doors are a little flaky. There are two sets of coordinates for doors and if both sets are not correct then the door wont function properly. I have tried to incorporate this craziness into the parser, but there might be some doors that need help. Try playing with the include heading/location fields in the widgets table before messing with the coordinates. If include_heading is currently set to 1, set it to 0, restart world and try again. Do the same thing for include_location. I'm sure it will fix the problem without resorting to changing the locations.

LethalEncounter
Team: Zombie
Posts: 2717
Joined: Wed Jul 25, 2007 10:10 pm

Post by LethalEncounter » Sun Jun 15, 2008 11:44 am

link2009 wrote: It would be good if we could disable the functionality of a widget or even edit it for that matter (Make a barrel take you to a zone for example).
You can already do that. For zone pointers, instead of a widget, use a sign. Signs are the zone pointers and widgets are the in zone objects that do something when used. You can also disable a widget by removing it from the zone. That will make it non clickable again.

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