Boats and Transports

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Gangrenous
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Boats and Transports

Post by Gangrenous » Fri Oct 07, 2016 7:25 am

Was this ever figured out? If not, I will need to because I am getting to the point of wanting boats finished on NR.

John Adams on boats and lifts

I see this LUA, but no information on how to get that persons location, etc when on a Transport.

Transport Spawn - Wiki

Doing boats the EQ1 way is one thing, that is hard but doable, I have done it before. But in EQ2 it was done smarter, the boats did not wait at the zone line, as John explained. Two boats in the same zone, different boats that is, could muddy up the waters a bit more. So when a boat zones, the players zone. Making the boat appear on the other side is not overly difficult to do. What is more difficult is when the players zone, finding the boat they were supposed to be on, getting it's location and popping those players on that boat. More tedious is for that guy that decides to go LD at that time.
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Re: Boats and Transports

Post by Gangrenous » Fri Apr 14, 2017 6:35 am

Jabantiz, maybe you can shed some light on something. Back before I dumped my data and pulled back in from your new dump, I had my boats as solid rides. For some reason i cannot get the Maidens Grace in Antonica as a true boat you can ride in. 8 months or so ago, I had it right. I have tried this under my spawn, mainly from reading previous post.

Code: Select all

SpawnSet(NPC, "activity_state", "64")
SpawnSet(NPC, "activity_status", "64")
AddTransportSpawn(NPC)
I also have it as a widget with icon 28, basically copied the widget data from Gwen 2 in Frostfang. I think The Foof had a previous post on making any spawn as a solid lift.

Code: Select all

*Have activity status set as solid (value 64) 
*Icon set to 28
 LUA:AddTransportSpawn()
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Re: Boats and Transports

Post by Gangrenous » Fri Apr 14, 2017 7:01 am

OMG, after hours I find that the widget icon has to be set for "12", not "28"

So I hope you guys are backing this forum up. It would not hurt to send me an occasional backup. The wealth of information here is crazy, if we lose it, well that is kind of the death of this place.
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Jabantiz
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Re: Boats and Transports

Post by Jabantiz » Fri Apr 14, 2017 4:33 pm

What client are you using? Icon might be one of those values that have changed with clients and if so we should probably document it on the wiki.

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Re: Boats and Transports

Post by Gangrenous » Fri Apr 14, 2017 5:55 pm

CoE

They are still acting strange. I notice even 2 years ago when I first started this, the one in Frostfang will just run off of it's pathing. My boat in Antonica will stall out and way later will pop up across the screen.
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Jabantiz
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Re: Boats and Transports

Post by Jabantiz » Fri Apr 14, 2017 6:02 pm

The raft in frostfang and the boat in ant are different, we believe the boat in ant uses special elements in the footer of the spawn struct but we never figured it out completely. Widgets in general are a pain to deal with because as soon as we think we have them figured out they start acting strange again...

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Re: Boats and Transports

Post by Gangrenous » Fri Apr 14, 2017 6:21 pm

Yeah they are very difficult. For some reason icon 28 started working again. Well I will keep approaching it every few months until I figure it out. So this is cool. When the boat in Antonica stalls out, the spawns on the dock start going away. If I step off the boat a second, the slowly appear and the boat starts moving. I am sure that could help someone in the future. Sony did something similar on boat tracking in the RoF2 clients in EQ.
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Re: Boats and Transports

Post by Gangrenous » Sun Dec 29, 2019 3:14 am

Jabantiz, I want to necro this thread and get this fixed for good. Can you enlighten me on what I need to be looking for to get this fixed? I am putting the boats back on my TODO list. If you would rather talk in PM's that is cool too.
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Re: Boats and Transports

Post by neatz09 » Sun Dec 29, 2019 8:06 pm

i started working on this, all they need is the collisions to be set, and the movement script set with a zone script for zoning... though they will have to be synced so they dont transport people into the water

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Re: Boats and Transports

Post by Gangrenous » Mon Dec 30, 2019 6:18 am

neatz09 wrote: Sun Dec 29, 2019 8:06 pm i started working on this, all they need is the collisions to be set, and the movement script set with a zone script for zoning... though they will have to be synced so they dont transport people into the water
Well if that is all it takes then no problem, but I noticed strange things when I tried it previously. Can you elaborate more? Do you actually have this fully working? When I tried it before it did not work that great and did strange things.
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Re: Boats and Transports

Post by neatz09 » Mon Dec 30, 2019 7:22 am

i don't have one fully working yet no... but basically you send the boats with the movement loop, once they hit a certain point they stop.. so the idea is to run the movement have it stop then put it on a delay(both sides of the boat) and do a proximitylocation zone that way when you zone you spawn on the boat and not in the water... though this idea would work fine before flying mounts... now that those exist i have no idea how well that idea works :D

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Re: Boats and Transports

Post by Gangrenous » Mon Dec 30, 2019 8:01 am

That is still not an issue, I have that completely working like I did on EqEmu back when I ran a server, it is all in the timing. My issue has been this on this emulator...

So if I stand on a boat and it is going through it's movement loop, it quits responding. It is like it quits on it's movement loop, at least on my screen. Previous post on this thread explains it in more detail. If I could get that part fixed, this I have this issue resolved.
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Re: Boats and Transports

Post by neatz09 » Mon Dec 30, 2019 7:02 pm

ill look into it tonight... i havn't touched those boats in a couple months

you should set me up with privileges on your server so i can look at the spawns side by side as well.

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Re: Boats and Transports

Post by Gangrenous » Mon Dec 30, 2019 8:02 pm

I can tomorrow, at some time. I wipe it often though so I will need to take that into account.
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Re: Boats and Transports

Post by Gangrenous » Mon Dec 30, 2019 8:03 pm

Oh nevermind, I see you did log in and crashed so you see there is an issue. I can check the official server tomorrow and if it does not crash there I may have some old files that need to be changed.
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