I'm still working on Feerrott and there's plenty to do, but I wanted to ask about discoveries. Is this being implemented through c++? I'm assuming that would be slightly more efficient than scripting?
If not, I had an idea that a simple script can keep track of discoveries but then the SQL database would need an extra table such as character_discovery or discovery to hold all these in. I know 'veriables' table well but with many discoveries in 1 zone for 1 player can really add things up.
With perl back at eqemu, I would create an invisible controller which detects if you're in a specific area, and then set a quest global for that player. For lua, I can do things the same way and include sounds as well and the popup text provided. I can create a skeleton script that iterates once, otherwise nothing happens but then again for eq2 I'm not sure if having multiple proximity functions detecting multiple players over and over would cause significant lag? Hopefully the overhead wouldn't be too expensive.
On that note, I cannot seem to play any sounds if the path is /sounds/ui/*.wav. I tried the functions PlaySound(), PlayVoice(), and PlayFlavor() but nothing. Other folders work fine but any files in /ui/ isn't working. This is for the discovery.wav sound to help with the popup message. By the way, if this idea had already been discussed before, please disregard!
Discoveries
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Jabantiz
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Re: Discoveries
If you are talking about locations then it is handled in the DB.
I am not sure on the ui folder, I think those functions only play the mp3 but I am honestly not sure as I have never really played around with them.
I am not sure on the ui folder, I think those functions only play the mp3 but I am honestly not sure as I have never really played around with them.
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