Ground Spawn - Commands

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LethalEncounter
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Post by LethalEncounter » Mon Dec 08, 2008 4:14 pm

Have you guys verified that the burn tent works properly?

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Scatman
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Post by Scatman » Mon Dec 08, 2008 4:30 pm

The website was down all day, I just caught this post now that you posted again since I have been able to log back on, sorry, didn't catch your other posts as new posts. This looks awesome! I'm going to log on in a few and try it out.

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John Adams
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Post by John Adams » Mon Dec 08, 2008 4:49 pm

Scatman wrote:The website was down all day
See? :p

LethalEncounter
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Post by LethalEncounter » Mon Dec 08, 2008 4:55 pm

lol lies I tell ya! Anyways, note the posts on page 3 of this thread, except the one about making sure that the spawn is a ground spawn. I'm also going to allow widgets to cast the right click action so don't bother redoing the spawns.

LethalEncounter
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Post by LethalEncounter » Mon Dec 08, 2008 5:44 pm

Hop on my server if you get the chance and let me know how well that matches live. If you are satisfied with that I'll upload my code changes.

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Post by LethalEncounter » Mon Dec 08, 2008 7:21 pm

Here are the files from tonight. Spawn Script:

Code: Select all

function spawn(NPC)
   --uncomment to require quest
   --SetRequiredQuest(NPC, [QUEST ID HERE], [QUEST STEP HERE (optional)]) --only allow people with the quest to click on it
end
function stop_burning(NPC, Player)
   BurnSpawn = GetSpawn(NPC, 2780218) -- get invisible cube object
   SpawnSet(BurnSpawn, "visual_state", "0") --put out fire :)
   SpawnSet(NPC, "visual_state", "0")
   SpawnSetByDistance(NPC, 30, "visual_state", "0")
end
function enable_command_icon(NPC, Player)
   SpawnSet(NPC, "show_command_icon", "1") --allow anyone with the quest to click on the tent (called from spell with a timer)
end
function burn_close_spawns(NPC, Player)
   SpawnSetByDistance(NPC, 10, "visual_state", "6866")
   AddTimer(NPC, 5000, "kill_close_spawns")
end
function kill_close_spawns(NPC, Player)
   KillSpawnByDistance(NPC, 10)
end
Spell:

Code: Select all

function cast(Caster, Target)
	BurnSpawn = GetSpawn(Target, 2780218)
	SpawnSet(BurnSpawn, "visual_state", "6866")
	SpawnSet(Target, "show_command_icon", "0")
	AddTimer(Target, 1000, "burn_close_spawns")
	AddTimer(Target, 20000, "stop_burning")
	AddTimer(Target, 30000, "enable_command_icon")
end

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Post by LethalEncounter » Mon Dec 08, 2008 7:24 pm

Oh, just be sure to create the burn tent spell in your spells table and assign the spawn script to the tent and you should be good to go.

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John Adams
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Post by John Adams » Mon Dec 08, 2008 7:31 pm

Cool, thanks LE. I'll add the spell and scripts soon as I get the compile done.
When you mentioned above about widgets casting the right-click command - this brings to mind the door widgets that open on proximity (tradeskill instances). Before, I could not tell a door to open when a player came within 5 yards of it. Is this possible now with this new widget ability?

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ZexisStryfe
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Post by ZexisStryfe » Mon Dec 08, 2008 7:59 pm

Scatman wrote:The website was down all day
Seriously... I was so bored at work without it :P
~ EQ2 Emulator Project Manager

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"Zexis, from this day forth, you shall be known as... '3 of 6'" - John Adams

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John Adams
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Post by John Adams » Mon Dec 08, 2008 8:03 pm

Ok, Tess updated code - setup a spawn script for the goblin_tent01 at the Outpost, with the above functions in it.
I then inserted a new spells record called "burn_tent" for lack of a better name, and set nearly no params for the spell. Do I need a tier, display, classes and data to get this to work? If not, we're good to go.
Edit: I cannot get it to work, but still playing with it. Using spell_id 5000 - does it matter?
Edit2: Should I have a new command for the entity_command "burn tent"? If so, I do not. I'll see if it's in the code and add it manually.

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Post by LethalEncounter » Tue Dec 09, 2008 2:52 pm

Yes, every spell needs tier information for it to work. At the very least put a tier of 0 and a cast_time of 500 (5 seconds). Spell ID doesnt matter, the spell name HAS to be the same as the entity command though. You dont need any new commands created.

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Post by John Adams » Tue Dec 09, 2008 2:55 pm

Ahh, i named the spell "burn_tent" and the entity command is "burn tent" (space, no underscore) so I'll check that later. /useability 5000 did light the cube on fire, so it does work. I knew it was a command issue and likely my doing. :) When is it not? :p

LethalEncounter
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Post by LethalEncounter » Tue Dec 09, 2008 3:01 pm

There's your problem!
I'm going to start updating the parser tonight. Depending on how much changed it might take a couple of days tho.

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John Adams
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Post by John Adams » Tue Dec 09, 2008 3:04 pm

Cool deal. I'm dying to take a look at some of the new data collected to finish our other starter zones. Scat and I were looking over Timorous, Darklight and Greater Faydark the other night. Holy ass those are big zones... esp Timorous.
I figure I'll assign Scat to cleaning up TimorousDeep, since he hates that zone so much. :D

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Scatman
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Post by Scatman » Tue Dec 09, 2008 3:42 pm

I'll clean it as long as you pay for a new computer when I stumble into those 40000000 perfectly aligned spiders and 59999999 spirocs, or maybe even a new house when my computer catches fire and burns everything down! :P
Btw, Live must've had a big patch today. I finished the two harvesting quests last night and tried to log onto live today to finish the LAST Queen's Colony quest but it wouldn't let me. Who would've thought misplacing your external would give you so much grief? I'm currently cleaning off my hard drive so I can make another copy of eq for live.

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