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Old 07-27-2012, 09:30 AM
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Akkadius
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Join Date: Feb 2009
Location: MN
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Quote:
Originally Posted by jdoran View Post
I am interested in adding objects to the game dynamically (with the server up). What I would like to do is have a quest create an object only seen by one player (to keep the world from getting cluttered up). A door struck me as a possible solution. There are all sorts of models usable as doors, and I think the collection is sufficient for what I'd like to do.

I see that door information is read in when a zone initializes, but I haven't located where this information is sent to the client. Is there some sort of door packet which could be resent to a client without them zoning?

If that won't work, does anyone have any alternate ideas for me to look into?
Right now yes you can build objects dynamically by using Perl exported objects:

Code:
int16 QuestManager::CreateDoor(const char* model, float x, float y, float z, float heading, int8 opentype, int16 size)
in otherwords:

Code:
quest::CreateDoor(const char* model, float x, float y, float z, float heading, int8 opentype, int16 size)
Right now it is not implemented to only send a packet to a single entity to spawn an object so that would have to be customly made. The source does the iterations through the entity list to send the object packet to every player. You would have to implement separate functions to specify which client to send the packet update to.

So short answer right now, no.
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