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blindaviator
08-03-2010, 01:10 AM
I am trying to set an area effect with the quest::set_proximity and using an invisible man...

Can anyone give me a quick rundown on how this function works?? Have been trying to setup proximities in certain areas to prevent un-flagged players from getting past a certain point... Would like to have it move them back a short distance when they enter the area... Not sure how I would write such a script... Not 100% sure how the function works...

I tried a few test setups but so far haven't had any luck with it working...

Anyone give me a few pointers??

Thx

joligario
08-03-2010, 07:05 AM
sub EVENT_SPAWN {
quest::set_proximity($x - 5, $x + 5, $y - 5, $y + 5);
}

sub EVENT_ENTER {
quest::say("Hey, $name just entered my 10 x 10 box.");
}

sub EVENT_EXIT {
quest::say("Goodbye, $name.");
}

blindaviator
08-03-2010, 09:27 AM
Hey I appreciate it... I will work with it and see what I get...

It makes more sense now...

blindaviator
08-03-2010, 10:43 AM
Well it seems to work but if you don't specify the Z coordinates then it is z+- infinite it seems... Bad for an area that has different levels...

If you set the Z then it seems to be a +- set amount?? I can't seem to get the +- on the Z to go more than about 20... Is there a trick to it?

I have the Y and X +- 65 and Z +- 50 but the Z seems to kick in around 20 or so.. Is there some latency for the proximity check and that is what I am seeing?

Derision
08-03-2010, 11:07 AM
The proximities are checked once per second (this is set in features.h and requires a recompile to change).

trevius
08-04-2010, 08:35 AM
Yeah, proximities are not really the best for completely restricting an area of a zone unless the proximity range is bigger than someone could possibly pass within 1 second, or else if timed correctly, people can get through.

steve
08-04-2010, 09:43 AM
Not to mention that a ton of people seem to use MQ, which they could bypass any proximity checks easily by warping past them.