Doors/Lifts

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John Adams
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Doors/Lifts

Post by John Adams » Thu Jan 01, 2009 11:59 am

LE,

Is there currently support for lifts/elevators? I believe those are doors that go up and down like in Elddar Grove (Treelift). I spent a night messing with the various params, including `open_y` but could never get the lift to move up or down.

I'm sure something that is not yet implemented are the movable switches that send those lifts up and down, but I think those could be scripted using LUA to tell one object to react based on what the others condition is, yes? Switch is moved, tell lift object to go up or down, etc.

Any thoughts on this?

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Re: Doors/Lifts

Post by LethalEncounter » Thu Jan 01, 2009 12:19 pm

I kept it in mind when I was coding the door code, but I don't think I ever put the final touches on it. it might just need a few tweaks. I'll take a look at it.

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Re: Doors/Lifts

Post by John Adams » Thu Jan 01, 2009 12:25 pm

Heh don't let me distract you from your course :) This is the 2009 JA; the one who will not redirect LE!

If it is not supported yet, it can wait. Just wanted to know if I was missing a specific setting somewhere.

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Re: Doors/Lifts

Post by LethalEncounter » Thu Jan 01, 2009 12:28 pm

Well I do a cost/benefit survey before I volunteer for stuff like this. Things that wont be much work, but pay off for you guys in an easy sell :P

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Re: Doors/Lifts

Post by LethalEncounter » Thu Jan 01, 2009 4:40 pm

OK John, assuming that you haven't redone your database the following data (plus the update code) should be all you need to get your lift in Elder's Grove working:

Code: Select all

replace INTO `spawn_widgets` (`id`, `spawn_id`, `widget_id`, `widget_x`, `widget_y`, `widget_z`, `include_heading`, `include_location`, `icon`, `type`, `open_heading`, `closed_heading`, `open_y`, `action_spawn_id`, `open_sound_file`, `close_sound_file`, `open_duration`, `close_y`, `linked_spawn_id`) VALUES
	('250','2070090','2946564370','661.416','-6.71165','-387.96',0,1,0,'Door','-1','-1','-1','2070093','0','0',0,'-1','0');
replace INTO `spawn_widgets` (`id`, `spawn_id`, `widget_id`, `widget_x`, `widget_y`, `widget_z`, `include_heading`, `include_location`, `icon`, `type`, `open_heading`, `closed_heading`, `open_y`, `action_spawn_id`, `open_sound_file`, `close_sound_file`, `open_duration`, `close_y`, `linked_spawn_id`) VALUES
	('251','2070092','2861237585','658.798','12.498','-382.135',1,1,0,'Door','-1','-1','-1','2070093','0','0',0,'-1','0');
replace INTO `spawn_widgets` (`id`, `spawn_id`, `widget_id`, `widget_x`, `widget_y`, `widget_z`, `include_heading`, `include_location`, `icon`, `type`, `open_heading`, `closed_heading`, `open_y`, `action_spawn_id`, `open_sound_file`, `close_sound_file`, `open_duration`, `close_y`, `linked_spawn_id`) VALUES
	('261','2070093','1252763105','661.425','-9.57095','-382.048',0,0,12,'Door','-1','-1','18.7952','0','0','0',0,'0','0');
Just use that as an example for any other zones. Note that the open_y and close_y is the lift and the other two use the action_spawn_id to tell the server to use the lift whenever you click on one of the triggers.

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Re: Doors/Lifts

Post by John Adams » Thu Jan 01, 2009 5:59 pm

Awesome, i cannot wait to try this :D Thanks!

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Re: Doors/Lifts

Post by John Adams » Thu Jan 01, 2009 7:33 pm

Works like a champ! The only thing missing is the lever/switch movement when activated, but this works great for now.

Thank you again.

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Re: Doors/Lifts

Post by LethalEncounter » Thu Jan 01, 2009 8:15 pm

I don't think the levers move like they did in EQ1. At least the ones in Elders Grove didn't move when I checked them out on live earlier today. If any of them DO move (possibly the gfay ones), you could always make that happen with linked doors. I added that field in the db tonight. Basically that allows you to link two doors together so that they both open/close together.

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Re: Doors/Lifts

Post by John Adams » Thu Jan 01, 2009 8:22 pm

Really? I could have sworn the switch on the Elddar tree lift actually went down when you clicked it, but you know I could very well be thinking of the old Kelethin lift in EQ1 lol... at my age, everything seems as if it were just yesterday. sigh.

There are some unique Doors to play with once we get to zones like Runnyeye that (someone) collected for us once. I believe some of those doors slide open side to side, top to bottom. Oh, and there is a door in the Elddar Grove Dojo, that I believe is a sliding door. I'll have to check that one out as well.

Edit: Actually, nm. The Dojo door swings on a center axis, and the client already handles that fine!

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Re: Doors/Lifts

Post by John Adams » Mon Mar 30, 2009 5:35 pm

LE, gonna call on your services once again for the Acorn lifts in Kelethin. You should have the data in your DB if you sourced Tess recently (last few mos). We tried setting them up like the tree lift in Elddar, but the acorns seem to go diagonally rather than up and down.

If you got a moment, can you check them out sometime soon?

Thanks

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