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  #1  
Old 04-22-2002, 01:13 PM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
Default Going up?

I want to thank the devs.... for telling me that i didn't know enuf about c++ to code lifts or anything complex like that.... I stand here today to prove you wrong...

as soon as i fix 1 minor error with my triggers (yes... i can now click on a button for the lifts and make the lifts go up)... i will be releasing my code... I also want to thank foley for figuring out the door struct further and allowing me to do this

Talk to ya later,
Daeken M. BlackBlade
  #2  
Old 04-22-2002, 01:18 PM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
Default

lol... that sux... i can't figure out what i did to break my trigger code... well, whatever... i'm going to release the broken code commented out in the source lol... everything works but triggered objects... so to use lifts you stand right next to the tree and click...


later,
daeken m. blackblade
  #3  
Old 04-22-2002, 01:24 PM
Trumpcard
Demi-God
 
Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
Default

Daek,
Just delete this post and pretend you never said anything...


LOL

Wheres the code? Didnt notice it attatched...
  #4  
Old 04-22-2002, 01:26 PM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
Default

i fucked up my code pretty bad trying to get triggers to work lol... i'm still fixing it atm... should have it within 30 min or so... i'm deleting all the stuff i did b4 it stopped working lol

later,
daeken
  #5  
Old 04-22-2002, 01:27 PM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
Default

lol! it wasn't the triggers at all hehe, i had a stray function that was screwing up a bunch of stuff... just gotta check out one thing ingame and i'll release it

later,
daeken
  #6  
Old 04-22-2002, 05:49 PM
Shawn319
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Join Date: Jan 2002
Posts: 2,073
Default

/me is guessing what the code will look like



Code:
If player->ClickLift == //TODO: Everything
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  #7  
Old 04-22-2002, 06:27 PM
stormgod
Discordant
 
Join Date: Apr 2002
Posts: 419
Default

ROFL !
  #8  
Old 04-22-2002, 08:11 PM
Shortlived
Sarnak
 
Join Date: Apr 2002
Posts: 92
Default

THe lifts are that hard to get to move? can you cheat it a lil? in oot the boat is a model...a spawn. You are going to have to make a path for it ect...couldn't you make the lift a spawn...and just path it? make the thing go up and down all day long...who needs a trigger anyway =p
  #9  
Old 04-23-2002, 01:21 AM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
Default

Well, if it was a little bug, why hasnt he posted it now?

Also, we never said he couldn't do triggers & that stuff, we just said he couldnt make a pathing system for NPCs:P
  #10  
Old 04-23-2002, 01:56 AM
Trumpcard
Demi-God
 
Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
Default

He's just waiting to release it, his EQEMU conversion to xml rather than mysql, and his VB console control program all at the same time...

Truly a wonder of programming prowness.. So many projects, so little skill..

LOL
  #11  
Old 04-23-2002, 05:55 AM
foley
Fire Beetle
 
Join Date: Jan 2002
Posts: 12
Default

No, lifts aren't really that hard to make move, it's the same packet structure that is used to make a door open, the only hard part is you have to keep track of which lift the triggers open so you know which lift to open when the trigger is clicked(this is not handled in the packet structure at all to my knowledge, you have to keep track on the server in the database or script or whatever is being used these days). There are other things to consider too when you want to get advanced like you have to keep track of whether or not a lift is currently in motion and ignore any requests for it while it is, otherwise you could have people on the top and bottom of the lift continually triggering it and have the lift get stuck in the middle, when you really want the lift to go all the way up before it accepts the call to go down.
  #12  
Old 04-23-2002, 06:16 AM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
Default

Lol! I like the posts hehe... turned out that the error that surfaced... was not the only one hehe, i messed up somewhere in this...


actually... getting the lifts working as well as they are now is no problem at all... i think i might rewrite my code real quick... now that i know how to do it it'll be a cakewalk...

peace out,
daeken
  #13  
Old 04-23-2002, 06:28 AM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
Default W000000000T!

W000t! Here it is... http://cody.freeservers.com/eqemu-0.3.1.1.zip will be up in like 5 minutes hehe, gota upload it

have fun,
Daeken M. BlackBlade



PS... there will be another release in about 20 minutes with triggers enabled... for now you have to stand right next to the tree on the bracket and click the lift whatever... that's life hehe

bye
  #14  
Old 04-23-2002, 06:51 AM
Shawn319
Demi-God
 
Join Date: Jan 2002
Posts: 2,073
Default

Well its been 20 minutes and i still havnt seen the first "5 minute" release
__________________
Shawn319
Semi-Retired EQ Addict

(Retired)EQEmu Lead Tester
(Retired)EQEmu Tech Support

(Retired)Host/ServerOP - [LIVE] Official EQEmu Test Server
(Retired)Host/ServerOP - Shawn319's All-GM Dev Test Server
(Retired)ServerOP - EQEmu Beta Server
(Retired)ServerOP - GuildWars Server
(Retired)ServerOP - Raid Addicts
--------------------------
  #15  
Old 04-23-2002, 06:58 AM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
Default arg....

stupid ass server won't let me upload it... will update ya when i find one of mine that will work...
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