Doors & stones help please
id-doorid-zone-name-loc y-x-z open type guild lockpick keyitem triggerdoor triggertype doorisopen lifthight
#1. does the loc for the doors go by /loc or #loc? #2.What goes in id & doorid are these just the next number in line? #3.zone i get-the short name for the zone #4.name door type name-know what this means but is there a list somewhere where i can get the names? #5.open type-??? #6.guild-probably to tie it to a guild where only people of that guild can enter/use #7.lockpick- how hard it is to pick it? #8.keyitem- type of key to unlock it. #9.trigger door-i guess this is how the door/object is used (click.right click,ect..)?? #10.trigger type ?? something to do with #9? #11.doorisopen-0 closed 1 open? #12.lifthight- hu? no clue Thanks for any help in advanced. I know this is part of 3rd party tools but it also has to do with world building. so i posted it here. |
ID is just a unique number for each entry (sequential)
DoorID -126 thru 127 unique by zone (think this should be an unsigned value, but that is just how the code is right now) zone zone short name name Door model name in zone obj file (open the zone obj file with kaiyodo's model viewer for a list for each zone) XYZ loc probably #loc I'll check when I'm home heading Float value, see post below open type values aren't recorded, but corosponds to sliding swinging up right left ect... someone want to document this by trial and error? guild for guild use obviously, not sure how this was implemented of the top of my head lockpick skill required to pick it I think Keyitem Item number that is the key to open it triggerdoor enter another doorID to have this triger the other door to open triggertype umm not positive, see open type :p Doorisopen flag for the position of the door liftheight distance to move lifts (presumably the z distance from the starting spot) Best I can do without digging in the code. If someone gets all the info labeled and values maped, please share it. |
Hmm im confused. the item viewer for the item i want shows
pokaaport500_dmsprite.. rest i can't read. first part can't fit in the fild. but pokaa will or port500 ? not sure. |
ok, i kinda got this down but still having problems. i don't see any objects.
this is what i put into the db INSERT INTO doors VALUES(9998,9998,'poknowledge','pokaa',156.46,-337.17, 151.62,0,5,0,0,0,0,0,0,0); the name field won't hold but 10 characters witch the name is 12. Pokaa pokaaport pokaaport5 i've tried these and their not working. btw. here is a list of some of the other objects if someone else can get this to work Pokcabport500 pokchair500 pokdoor500 pokelevator500 |
btw. i didn't see it before. but by after i did that insert into the db i see a bag in mid air over the stone port stands. and if i click on it they rotate. So im getting close, just got to figure how to get pokaaport500 to show up.
Maybee soon i can have pok look like live. I also updated my site last night with more of pok spawned. I started out spawning where the soulbinder is and got that area all spawned then i went to the inside circle and worked my way around the whole circle. Next i have to do the other stone porter area's then finaly the tower then i will have pok completly done. "It is far better to help with the emu instead of begging for stuff" http://eqemu.freehomepage.com |
It looks like the code can handle 16 char for the door, but DB.sql still has it set to just 10. Change the DB name field to be 16 char long and it should work.
Oh and here is the sql to change it Code:
ALTER TABLE `doors` CHANGE `name` `name` VARCHAR(16) NOT NULL; Code:
delete from doors; |
OK Krathis I'm starting to feel bad for you so I'll explain how it goes. Sorry for the delay, I read this post before but was inclined to giving out information when I, myself got shit on by so many others when asking for a piece of information even by an "Op" of this whole project who will remain nameless.
One more piece of information. You are correct the table in the database is only 10 characters long for the name of the door, however in code it is expanded up to 16 characters. i.e.: ************************************************** ** [ In File eq_packet_structs.h ] struct Door_Struct { /*0000*/ char name[16]; // Filename of Door // Was 10char long before... added the 6 in the next unknown to it: Daeken M. BlackBlade // uint8 unknown0008[6]; // This is "supposed" to be with name hehe ************************************************** ** To fix this problem you can either A) Source out the door table, then drop the doors table and paste the following into a txt file and then source it back into the database ************************************************** *** CREATE TABLE `doors` ( `id` int(11) NOT NULL auto_increment, `doorid` smallint(4) NOT NULL default '0', `zone` varchar(16) NOT NULL default '', `name` varchar(16) NOT NULL default '', `pos_y` float NOT NULL default '0', `pos_x` float NOT NULL default '0', `pos_z` float NOT NULL default '0', `heading` int(11) NOT NULL default '0', `opentype` smallint(4) NOT NULL default '0', `guild` smallint(4) NOT NULL default '0', `lockpick` smallint(4) NOT NULL default '0', `keyitem` int(11) NOT NULL default '0', `triggerdoor` smallint(4) NOT NULL default '0', `triggertype` smallint(4) NOT NULL default '0', `doorisopen` smallint(4) NOT NULL default '0', `liftheight` int(4) NOT NULL default '0', PRIMARY KEY (`id`) ) TYPE=MyISAM ************************************************** ** and then source back in your door data that you sourced out. Be sure to open the sourced out door data and remove the CREATE table at the top so it doesn't interfer with the new table you just sourced in. or B) Update the table directly which I think is possible but I don't have the command near me so don't quote me on this one. ------------------------------------------------------------------------------------ Now onto your main problem ... (Will explain the minor details in case others read this) First as you are doing, use the EQModel viewer and load up the zone you wish to peek into for the objects/doors you wish to spawn. [Load up the Zone_Name.obj file] Now look for the object you want. For example say you want FSMFORGE301_DMSPRITEDEF What you would put for the name value in the doors table in the database is "FSMFORGE301" Put everything up until the first underscore. Then do what you just explained, get the coords, etc insert values for the other data values in the table and then reload your world.exe and your new object should show. :) Any questions feel free to pop on the server [LEGIT]Memories of Vex. -David ServerOp of Memories of Vex |
Thanks for the help, i think i can finaly spawn the pok doors & stones. You guys rock!
http://eqemu.freehomepage.com |
Slight problem. now its just showing bags instead of the object. not sure whats wrong. this is what i did.
INSERT INTO doors VALUES (9991,1,'poknowledge','pokaaport500',156.46,-337.17,-151.62,0,2,0,0,0,0,0,0,0); |
Are you rebooting your world.exe after you insert the new door?
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Forgot, heading is actually a float value
Since I was working in VBScript and it neglected a DecToFloat function here is what I made... Code:
Function DecToFloat(heading) |
Yes, i resart the whole server. still having some problems
Code:
INSERT INTO doors VALUES (9998,128,'poknowledge','POKCABPORT500',-335.0,146.0,-151.6,0,1,0,0,0,0,0,0,0); |
Also not sure if it makes a differance but im using an early version of 4.4ddr1
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UGG, now im not even showing a bag, nuthing is there :( this keeps getting more and more frustrating
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try this:
Code:
delete from doors where zone like 'poknowledge'; |
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