I made a system that worked a long time ago.

Not sure if you want to do it in perl but, it is plausible.
Here is a little ghetto and there are probably better ways of going at this but whatever... This is not a tutorial for people that dont know perl or how to write new functions which is why I didnt put it in tutorial section.
First..
we will use oasis for an example.
Spawn the boat in oasis and make the boat start away from the docks, create a grid that leads the boat at the docks and depart to a final waypoint which will stop for 30seconds.
Once the boat goes to the final waypoint which is at the edge of the sea, make a waypoint check in perl and on the check, make it set a proximity that teleports players to the coordinates of the boat in the next zone, and also make a timer on the waypoint check for 10 seconds and once the timer is up, use quest::depop(); and set the boattimer to however long it will take the second boat to dock and make its round trip.
Ok, here is the tricky part. On the second boat that players will spawn on, you must give it a proximity and when players enter the proximity, you will need to make it close the proximity and set a timer on the boat for 30 seconds giving players enough time to load through. After the 30second timer is up, make it join a grid that will go to the docks and then make the boat go to another edge of water and set another proximity that will teleport the players back to the boat on the oasis side. After the proximity is set, give it a 10 second timer and make it leave the waypoint causing the boat to wander back to its original spawnpoint. (It may not leave where you made it leave the grid so you might want to make it depop using quest::depop(); and give it a fast respawn time)
Anyhow, thats a hard and tedious way to redo boats, now if you have a better idea, please feel free to post your strategic idea below.
(ya I ripped this from an old post of mine.)
Quote:
Originally Posted by cavedude
Yep, John Adams is correct. Zoning is no problem, we use Perl. We'd have to anyway to help ensure that when you zone in there will still be a boat under you  On Live if I remember the boat was a zone within a zone, so if you were a slow booter or crashed, you'd log back in on the "boat zone" no matter where it was. Obviously, we can't do that but we can setup delays and such...
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You can do that with hardcode or proximity.. Maybe after the boat leaves, spawn an invisible npc that creates a proximity that calls the boat quest, tells it to move the player to its x and y coordinate and give a reasonable z coordinate so the player falls on the boat in enough time to hit the boat and not miss it as it zooms beneath him/her. And if you crash.. well, I guess your screwed.. or create a perl function that checks for LD players within the proximity and checks the zone for the player to log back on and moves the player the same way as the slow zoner npc.
Ghetto? Perhaps.. Fixes the problem? Definately