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Old 09-28-2012, 10:22 AM
chrsschb's Avatar
chrsschb
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[QUOTE=chrismed0;212895I'm starting to seroiusly considering tearing the boats out and create the whole npc/event and writting some perl for it. Use the skiffs or something or maybe that viking ship if I knew the actual id of it. I would just have to figure out how to make a grid for it and edit it. (haven't made grids yet)[/QUOTE]

angelox has working boats. Might can speak with her and see how she accomplished it.
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Old 09-28-2012, 03:23 PM
chrismed0
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AngeloX <- thats the name in one of the perl scripts for the Sirensbane
I was looking through the perl scripts for this and a few other reasons. there are like 2 numbered ones for Butcher Block and in them at the top they say
#OOT SirensBane project
#AngeloX

It was for a proximity event for zoning
aww K didn't know that was an actual persons name since I hadn't looked at those perl files in a while.

Oh and it looks like I may have to recompile again. Tried restoring my DB from a back up but now everytime I log in "Zone.exe" crashes.

HAHA I broke it LOL....
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Old 09-28-2012, 04:14 PM
chrismed0
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Found a post where Angelox talks about getting boats working and a dead link to what looks like a sql file... that about it though. Few other posts about boats but nothing sugnificant.
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Old 09-28-2012, 04:29 PM
chrismed0
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Hmmm I tried to create an npc "Captains_skiff" and I got a human male. Now it crashes everytime I log on..hmmm
restoring DB now

I was thinking.

Been reading alot of posts and gave me an idea.
You can make a perl script with an invisible NPC with a proximaty script. What if you set up a grid with the stops and everything in OOT and just makes one contiuos loop. Find a ship/boat that would work and place it on this grid. At each end of the where you want the zone in/out points for freeport/butcher place 2 invis npcs. Set them a little apart and make the first one you hit actualy spawn the "boat" in BB and set that boat to a timer before it starts moving (how ever much time you need for players to zone in.
The 2nd invis NPC they hit will be the one that zones them into Butcher. The boat in butcher after the set time then moves on a grid itself, stops at the docks then moves out to the edge of the water where there will be another invis NPC that would zone you back to OOT and then make that baot in Butcher despawn. Now this would mean that you would have to make the loop pause for "X" amount of time while this is going on in Butcher and it would have to be past the invis NPCs in OOT. Someplace where it could just sit for how ever long you need for people to zone back in then the boat starts moving with the people on it. Then just duplicaite more or less the same prosses on the other side.

Doesn't seem to hard. And you already know you would need a pause after you hit the invis npcs in OOT just take that into account and adjust the pauses for as long as you need them. Not sure if you can adjust the pauses after you create the grid haven't gotten that far yet on the research. but you pritty much know where you need all the pauses just set the boat up first on the grid then add the npcs where you want the spawning and zoning to take place and make sure to add the spot for the pause to wait for the zone in from BB and Freeport then add the boats in Butcher and Freepot anf adjust the pause times on both the zone in for the boat in OOT.

Essentialy the boat in OOT would cause the events to happen in BB and Freeport.

I have written a few perl scripts for different things before. I'm sure this wouldn't be to hard once I figure out how to set up a grid with way points and pauses.

The hard part is finding a boat that won't crash my server or has the correct model that is solid.
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