Task: Zone Locations

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John Adams
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Task: Zone Locations

Post by John Adams » Thu Jan 08, 2009 11:09 am

Content Team Members;

I am finishing up the mariner bell support today, and I need someone for a another specific task. Every door we click that zones you from one zone to another needs the destination coordinates set to match Live. I have re-enabled all city doors in the game for this purpose. You can either use "best guess" landing coords on the other side of the door, or you can be super detailed and log into EQ2 Live and click the same door, then do a /loc on yourself to get the exact coords. We do not need to be exact, but that's up to whomever accepts the task.

I am mostly interested in getting the zoners from villages/hoods to qeynos/freeport done first. the outlands can follow later.

Procedure involves the following steps (using Elldar Grove as an example):
  • 1. Go to the Spawns -> Elddar Grove -> Signs editor and find the sign who's name resembles the door you are trying to edit
    (ie., "zone_to_qey_village05" - Willowwood)
    2. Click on the spawn_signs page link
    3. Log into TessEQ2 and /zone Elddar Grove
    4. Go up to the door that leads to Willowwood and verify that clicking the door takes you to Willowwood.
    5. Run over to the Willowwood door that leads back to Elldar Grove - this is where you should have landed
    6. Stand in the spot you think is the zone-in point, facing away from the door, and type /loc
    7. On the spawn_signs page in the editor, enter the coords:
    • zone_x
      zone_y
      zone_z
      zone_heading
    8. Done.
Due to the fact you have to reload every game spawn to test your work, you'll have to wait til either I restart the server (or it crashes heh), or until you've done a number of zone points and we can issue a /reload spawns command. I'd rather not do too many /reload spawns, because it effects every spawn in the world - and currently there are players online testing stuff.

If you're savvy with SQL, you can write update scripts for me to apply all at once to every door. However you choose to do it. Let me know if you are interested so I do not take this on myself after I am done with my work today.

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Re: Task: Zone Locations

Post by Bion » Thu Jan 08, 2009 11:51 am

Ok I accept your challenge :)

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Re: Task: Zone Locations

Post by nalandial » Thu Jan 08, 2009 11:52 am

I can do this when I get home tonight.

EDIT: Bion answered before me. What a jerk.
Creating worlds, one line of code at a time.

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Re: Task: Zone Locations

Post by Bion » Thu Jan 08, 2009 3:23 pm

Is there a trick to getting stuff that don't show up in your target box to allow you to /spawn detail it....

I have tried left and right clicking it i can see the menu when right click but it goes away when start to type.
i have clicked on a npc and then clicked the door and my target goes away but /spawn details dont give me any infos just tells me how to use it.

it is like this for me will the mailbox basically anything that don't show up in your target box. but npc , crates , signs this all work fine.

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Re: Task: Zone Locations

Post by John Adams » Thu Jan 08, 2009 3:31 pm

Hmm. I have never had a problem right-clicking an letting go of a door/sign and seeing it's /spawn details.

The other way you can do it is to just look at the spawn_signs table, SOE was nice enough to name the sign after what it's function is in some cases. like 'zone_to_qey_harbor' or whatever.

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Re: Task: Zone Locations

Post by Bion » Thu Jan 08, 2009 3:35 pm

thats what i am using currently. idk why i am having a prob with it but not any other sign or object just doors and mailboxes just weird.

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Re: Task: Zone Locations

Post by John Adams » Thu Jan 08, 2009 4:27 pm

Bion, while you're in those tables, can you check one more thing for me? If not, I can probably handle these with a script later. But it appears many signs are duplicated for some reason. While on the spawn_signs page, you can click on zonespawns page to see 2 entries for the sign. If the coords are exactly the same, the sign is duped and one can be removed.

Click over on zonespawngroups page, and delete the one with the higher id - that should delete the record from zonespawngroup, zonespawnentry and zonespawns completely. You can do this for the signs you are editing, or if you feel up to it, check every sign in the zone you are in.

I'll see about not inserting the dupes from now on.

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Re: Task: Zone Locations

Post by LethalEncounter » Thu Jan 08, 2009 5:55 pm

Bion wrote:Is there a trick to getting stuff that don't show up in your target box to allow you to /spawn detail it....
Yup, you have to make it targetable first. Just use /spawn target [spawn id here] You can easily do this if you have the spawn ID, however I realize that getting the id might be difficult as well. One solution I could do if you are interested in it is to allow you to specify a range for /spawn target and anything within that range is set to targetable. That way you could get close to the spawn and use a small range to set it to targetable. Setting things to targetable is probably only available for normal spawns. This *might* work for signs and widgets (ie doors), but Ive never tried.

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Re: Task: Zone Locations

Post by Bion » Thu Jan 08, 2009 9:00 pm

That worked LE thanks I have been using johns spawn editor to get the ids and edit everything but using this i can see if i have the right id if there is a case where that is questionable.

these spawns in the database are set to 1 targetable but i think the spawns may need a good reload

having a target command like that would be pretty useful I think not only so you don't have to know the id to make something targetable for changing things in the world purposes but if a player was exploit killing something it would be pretty nice to make it so he can't attack that mob quick. then again you could always just depop the zone or by the time we have to worry about that we could mez them :)

edit: I am in the down below and came across a zone with more then one instance that can be zoned into it pops up a box like the bells on live and gives you a choice which zone to enter. How do you want to handle them? the spawn in question is spawn_id 1990109,A statue with a strange indention in the hand..the possible zones are Crow's Resting Place and Crow's Resting Place, Thieves Guild. I am not sure if i am on a quest where it gives me those zone possibility or not don't think i am though.
just putting this here for reference
zone in loc for the normal crow's resting place is -20.13, -0.39, -0.35. Your orientation is 180.00, 0.00, 0.00
zone in loc for down below back out is : -143.14, -0.08, -74.95. Your orientation is 20.00, 0.00, 0.00

zone in for thieves guild : -20.12, -0.39, 0.65. Your orientation is 269.00, 0.00, 0.00
back out in down below : -146.14, -0.08, -73.95. Your orientation is 20.00, 0.00, 0.00

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Re: Task: Zone Locations

Post by John Adams » Thu Jan 08, 2009 10:45 pm

Every spawn in our database should have show_name and targetable = 1. It's something I do before every migration so we can easily target and move things. Even with zone doors set to targetable = 1, I was unable to use /spawn details on it.

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Re: Task: Zone Locations

Post by LethalEncounter » Fri Jan 09, 2009 9:43 am

As most of you might know, the /spawn target [spawn id] or /spawn target radius [radius] commands allow you to target most spawns by setting it's targetable flag to 1. Some spawns in the game might ignore the flag and not let you target them even if it is set. Do you think a command that forces the client to target the closest spawn would be a good idea? Since the server is telling the client which spawn to target the client shouldn't be able to ignore it. I could always call the command "/spawn target closest" if you guys want it.

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Re: Task: Zone Locations

Post by John Adams » Fri Jan 09, 2009 10:34 am

As Bion's experience suggests, most of the spawns can indeed be targetted if their targetable is set to 1. The only ones that may not are the zone door (signs) and a few other objects. I am definitely not opposed to more commands that make things even more functional, but setting the zone destination locs can be done with the editor for now.

What I'd REALLY like is an enhancement to /goto that allows you to designate the NEXT spawn that matches the criteria. Like when doing the Respawn Tents, you have to type /goto Respawn Tent and you are warped to the closest one. But to find the NEXT one, you have to go to it manually. Not sure how feasible this is, and it's definitely the wrong topic, but just thought I'd throw it out there. ;)

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Re: Task: Zone Locations

Post by JCL » Sat Jan 10, 2009 9:29 am

I know you are working more with the city locations but the zone location for The Icy Keep (Hard) should be -49.07,14.63,208 instead of -49.07,16,208.

Edit: The Icy Keep (Hard) is a duplicate of The Icy Keep (Easy). They are both permafrost. And the description should be Permafrost, not The Icy Keep.

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Re: Task: Zone Locations

Post by Bion » Sat Jan 10, 2009 1:03 pm

JCL wrote:The Icy Keep (Hard) is a duplicate of The Icy Keep (Easy). They are both permafrost. And the description should be Permafrost, not The Icy Keep.
I am not sure what description you are referring to here. while the zone is indeed permafrost it is totally different then the normal permafrost with zone loots, mobs,mob locations,etc etc so it is it's own zone that happens to use the permafrost layout they both are different instances while the hard version has heroic mobs 4 lvls higher then the player the easy version has solo mobs 2 lvls over the player except for the last name which is heroic ^^. when zoning into these instances on live it shows as The Icy Keep(Hard) and The Icy Keep(easy)

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Re: Task: Zone Locations

Post by JCL » Sat Jan 10, 2009 1:36 pm

Hmm, okay. They must have changed it from saying Permafrost then.

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