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Quests::Q&A This is the quest support section |

08-27-2007, 05:09 AM
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Discordant
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Join Date: Sep 2006
Location: Green Bay, WI
Posts: 436
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ok i found i think what i'm trying to do, Its similar to what Angelox did with ships.
But when i copy and paste his proximity quest and name it after an npc there it does nothing? this is the one I used from his quest
Code:
# Zone to Timorous event
# Zone: Oasis
# AngeloX
sub EVENT_SPAWN
{
$x = $npc->GetX();
$y = $npc->GetY();
quest::set_proximity($x - 50, $x + 50, $y - 50, $y + 50);
}
sub EVENT_ENTER
{
quest::movepc(96,3335.5,7121.4,-5.5);
}
any way i could make this work for my application?
Thanks so Much
~LL~
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08-27-2007, 09:38 AM
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Discordant
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Join Date: Sep 2006
Location: Green Bay, WI
Posts: 436
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Ok got it to work now, was a typo on my part where the zone id and xyz are i used a period instead of a comma. Now i have connected the new zones, works flawless. Thanks for all the info guys, Great group of people in this community.
Thanks
~LL~
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01-30-2008, 05:06 AM
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Sarnak
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Join Date: Mar 2005
Location: Idaho, USA
Posts: 94
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I have 2 questions.
1) After using the movepc function, will the quest keep executing? IE, can 1 quest port someone to nexus, then later port them to pok?
2) What is the best method to move an npc around. Not make them walk to a point, but have them instantly teleport to a position?
__________________
Thanks for answering my questions.
My Website
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01-30-2008, 05:58 AM
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Demi-God
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Join Date: May 2007
Posts: 1,032
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Quote:
Originally Posted by narcberry
I have 2 questions.
1) After using the movepc function, will the quest keep executing? IE, can 1 quest port someone to nexus, then later port them to pok?
2) What is the best method to move an npc around. Not make them walk to a point, but have them instantly teleport to a position?
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to 1) - not with a proximity detector - since the npc never asks you what you want to do. It is posible with Hail or item turn in request (unless the proximity detector is also set to recognize your class or race, so all human warriors get ported to Qeynos, while all Wood Elves go to Gfay)
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01-30-2008, 06:58 AM
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Hill Giant
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Join Date: Oct 2006
Posts: 248
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for 1) i'm not sure the quest framework has a "delay" mechanism. what you could try to do is have an npc at the first destination that triggers (via proximity, hail, flag, etc.) and sends the player to the followup destination. maybe issue an enhancement bug for adding a "quest::delay" method if it such a mechanism doesnt exist. if it does, maybe one of the quest guru's could chime in and give some light on it.
== sfisque
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01-30-2008, 08:49 AM
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Sarnak
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Join Date: Mar 2005
Location: Idaho, USA
Posts: 94
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Tested several things to no success. I'm making a new topic specifically for the delay mechanism.
__________________
Thanks for answering my questions.
My Website
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02-21-2008, 10:30 PM
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Sarnak
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Join Date: Aug 2006
Posts: 60
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Quote:
Originally Posted by narcberry
I have 2 questions.
1) After using the movepc function, will the quest keep executing? IE, can 1 quest port someone to nexus, then later port them to pok?
2) What is the best method to move an npc around. Not make them walk to a point, but have them instantly teleport to a position?
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A little later, but here is somethhing I used for teleporting npcs around. This is an old script that can definitely be written much much better now. Nevertheless, it still gets the job done. You'll want to notice the stuns in there. This was used because npcs would move a little as soon as they were moved. So, it gives time to update. Another alternative to use the stuns is to set npc's run speed very very low if possible. Either will do the trick, but of course you may need to keep run speed up.
Code:
my $location = 0; #startingpoint
sub EVENT_SPAWN {
$location = 0;
}
sub EVENT_SAY {
if($text=~/Hail/i){
if ($location == 1) { #I'm at my new destination
quest::say("You want me to leave this mansion? bummer!");
quest::settimer("moveme",1);
}
else { #I'm at my starting point
quest::say("I am not too happy with my hut");
quest::settimer("moveme",1);
}
}
}
sub EVENT_TIMER {
if ($timer eq "moveme") { #This timer is used for moving. It triggers updateguard
quest::stoptimer("moveme");
quest::settimer("updateguard",1);
if ($location == 1) { #I call this when I need to go back to starting location
$npc->Gate();
$npc->Stun(2000);
$location = 0;
}
else { #I call for this when I'm leaving my original spot
$npc->SendTo(260, 353, 0);
$npc->Stun(2000);
$location = 1;
}
}
if ($timer eq "updateguard") { #I call this to update guard spot
quest::stoptimer("updateguard");
$npc->SaveGuardSpot(0);
}
}
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