Teleport doors bug
Here's a new one for those who are bored :-)
Doors work great in most cases. But we're if you have a teleport door that requires a key item, you have a problem. The person who uses the key will be teleported correctly, but if he is in a group the rest will be told they don't have the key or that the lock can't be picked.... So here is the fix (and yes its 5.0 and 4.4): In doors.cpp Doors::HandleClick change... Code:
if((GetKeyItem()==0 && GetLockpick()==0) || (GetKeyItem() == sender->GetItemAt(0))) { Code:
if((GetKeyItem()==0 && GetLockpick()==0) Code:
if(!isopen) { Code:
if(!isopen || opentype == 58) |
Thanks Scorp, i'll try to get this merged in for you this week..
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Thanks. Tar2k3 is working hard doing frozenshadow by himself and it is looking really good.
He does have an odd problem tho, and maybe someone with some door expirience can help. It seems that the teleport doors that are used to zone to new zones (into frozenshadow and to iceclad) end up going to the specified zone but using a 0 0 0 location, He's tried inverting the X Y coords both ways, and is using location numbers he collected and confirmed by actually going into the game and standing at the place and gathering the X Y Z. Other teleport doors work exactly as expected (as in poknowledge) so I don't think its a program bug... just something he is missing (and me as well since I have looked at the db entries too). Anyone ever encountered this before? Any genius with a fix? |
Not sure about your problem, but your change is in..
Thanks! |
Might be simple and stupid, but did you check that the x and y were reversed when you made the changes? (since new patch)
it might have zoned in at an illegal point and went to the default "safe" at 0,0,0 |
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