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-   -   Plugin/Mod:Real Time Door Manipulation (https://www.eqemulator.org/forums/showthread.php?t=37651)

Akkadius 12-24-2013 01:11 AM

Plugin/Mod:Real Time Door Manipulation
 
This plugin is now located here:

http://wiki.eqemulator.org/p?Placing...ster_Reference

NatedogEZ 12-24-2013 01:33 AM

Very nice work :) Love the Cust_obj_data

Township EQ 12-25-2013 04:19 AM

This is great.. I actually just re did my "hub" zone and it's been such a pain in the ass restarting the zone constantly. This is a HUGE timesaver.

Thanks Akka!

Akkadius 12-25-2013 03:43 PM

Quote:

Originally Posted by Township EQ (Post 227095)
This is great.. I actually just re did my "hub" zone and it's been such a pain in the ass restarting the zone constantly. This is a HUGE timesaver.

Thanks Akka!

Glad you enjoy it, it pretty much whoops ass.

It's got a very simple to use interface, you start to get really fast at using it. You can really customize your environment heavily with it.

Township EQ 12-25-2013 08:59 PM

Quote:

Originally Posted by Akkadius (Post 227103)
Glad you enjoy it, it pretty much whoops ass.

It's got a very simple to use interface, you start to get really fast at using it. You can really customize your environment heavily with it.

I know man.. I actually spent all last night just playing around with it.

You can actually add hallways and rooms as doors, at least in the zone I'm working in. I'm going to be messing around with this a lot over the next few days.. there's a level of customization that I didn't even know was there.

Akkadius 12-25-2013 10:10 PM

Quote:

Originally Posted by Township EQ (Post 227104)
I know man.. I actually spent all last night just playing around with it.

You can actually add hallways and rooms as doors, at least in the zone I'm working in. I'm going to be messing around with this a lot over the next few days.. there's a level of customization that I didn't even know was there.

Post screenshots of your creations!

Township EQ 12-25-2013 11:06 PM

Sure!

This is basically the end of Crystallos. I've locked off 2 of the doors and I'm using this small area as a hub. In my opinion at least it looks 100x better. I'll add the location in case anyone wants to see for themselves. Most of this was done with this tool, the trees are mobs, not objects though.

Location: 1978.6, 2645.5, 474.0

Left side of open area
Before
After

View of whole open area
Before
After

Ceiling of "Teleport" room - When players gate back and decide to afk I wanted them to be in a certain room away from NPCs and other players who are not afk.
Before
After

Teleport room facing East
Before
After

Teleport room facing West
Before
After

Akkadius 12-26-2013 12:39 AM

Quote:

Originally Posted by Township EQ (Post 227106)
Sure!

This is basically the end of Crystallos. I've locked off 2 of the doors and I'm using this small area as a hub. In my opinion at least it looks 100x better. I'll add the location in case anyone wants to see for themselves. Most of this was done with this tool, the trees are mobs, not objects though.

Location: 1978.6, 2645.5, 474.0

Left side of open area
Before
After

View of whole open area
Before
After

Ceiling of "Teleport" room - When players gate back and decide to afk I wanted them to be in a certain room away from NPCs and other players who are not afk.
Before
After

Teleport room facing East
Before
After

Teleport room facing West
Before
After

Very cool!

It's pretty easy to go nuts with it. You can literally play with objects for hours.

Akkadius 04-18-2014 03:24 AM

Updated the Wiki link to the most recent doors database dump, it was missing a ton of zones:

http://wiki.eqemulator.org/modules/W...t_obj_data.rar

unreel28 10-07-2014 11:11 PM

Added a tiny bit more of utility to your brilliant plugin. Just type #door view and click a saylink to spawn the object.

Code:

if($arg[1] =~/view/i){ @doors = $entity_list->GetDoorsList();
                        foreach $door (@doors){
                                $client->Message(15, "ID: " . $door->GetDoorID() . " " . quest::saylink("#door create " . $door->GetModelName        , 1, $door->GetModelName()));
                        }
                }


iluvseq 01-12-2015 05:12 PM

How does one actually hook in this plugin? I tried creating a global/player.pl script like this:

Code:

sub EVENT_CLICKDOOR{
        if($status > 200){
                plugin::Doors_Manipulation_EVENT_CLICKDOOR(); # Door Manipulation Plugin
        }
}

sub EVENT_SAY{
        if($status > 200){
                plugin::Doors_Manipulation_EVENT_SAY(); # Door Manipulation Plugin
        }
}

But that doesn't work. What am I missing?

Akkadius 01-12-2015 05:26 PM

Quote:

Originally Posted by iluvseq (Post 236796)
How does one actually hook in this plugin? I tried creating a global/player.pl script like this:

Code:

sub EVENT_CLICKDOOR{
        if($status > 200){
                plugin::Doors_Manipulation_EVENT_CLICKDOOR(); # Door Manipulation Plugin
        }
}

sub EVENT_SAY{
        if($status > 200){
                plugin::Doors_Manipulation_EVENT_SAY(); # Door Manipulation Plugin
        }
}

But that doesn't work. What am I missing?

A problem I've seen is that .lua scripts are taking precedence over .pl

Do you have a .lua global_player ?

iluvseq 01-12-2015 06:09 PM

I figured out the issue. My plan was to attempt to use lua scripts exclusively, as this is a brand new server with a custom world. So I didn't have any of the normal perl scripts in plugins, just Doors_Manip.pl and mysql.pl

The issue is that Doors_Manip depends on globals.pl

Once I figured that out and moved it into plugins, things worked :)

Thanks!

Lane 01-11-2018 05:20 PM

Awesome plugin!!

Question, though, I couldn’t get some Erudin models to show in Unrest, yet I could add another random zone model to Dagnors Cauldron.

I’ve had no issues at all adding zone models to their corresponding zone, however. Am I doing something wrong or is that WAI?

Thank you


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