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  #1  
Old 12-07-2013, 06:09 PM
Lucia Moore
Sarnak
 
Join Date: Sep 2013
Posts: 32
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Quote:
Originally Posted by rencro View Post
Its a custom rule..

To enable it you need to insert it into your db..

If you set SOFstartzone to -1 and remove the tutorial option then whatever you set in the "variables" table for startzone will send "everybody" there, to the zones safe coords..

ie...
Code:
INSERT INTO `variables` (`varname`,`value`,`information`) VALUES 
    ('startzone','tutoriala','Setting default Startzone for all clients and races to TutorialA');

UPDATE `rule_values` SET `rule_value`='false' WHERE `rule_name` = 'World:EnableTutorialButton';
This assumes that the result of this query is -1

Code:
SELECT * from `rule_values` WHERE `rule_name` = 'World:SoFStartZoneID';
That's fine and all, but I'm not having trouble with players starting in the Mines of Gloomingdeep. I took care of that already. I'm having problems with players being able to start in Crescent Reach, an entirely different zone.

Also, I'm getting an issue where new players that pick "East Freeport" or "West Freeport" on the character creation menu start in Crescent Reach.
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  #2  
Old 12-07-2013, 06:16 PM
rencro
Hill Giant
 
Join Date: Sep 2008
Location: So. California
Posts: 219
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errr. you can put whatever zone name you want there, and my example is tutorial A not B, because thats where I send players too, remember tutoriala, the small jail cell where you first meet Arias and have to kill the kobold.......Again if you want Crescent Reach, put Crescent Reach...Put whatever you want, sorry if I wasnt clear...
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  #3  
Old 12-07-2013, 06:29 PM
rencro
Hill Giant
 
Join Date: Sep 2008
Location: So. California
Posts: 219
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Another example:

Code:
INSERT INTO `variables` (`varname`,`value`,`information`) VALUES 
    ('startzone','farsideofmoon','Setting default Startzone for all clients and races to the Far Side of the Moon zone');
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  #4  
Old 12-07-2013, 08:36 PM
Lucia Moore
Sarnak
 
Join Date: Sep 2013
Posts: 32
Default

Quote:
Originally Posted by rencro View Post
errr. you can put whatever zone name you want there, and my example is tutorial A not B, because thats where I send players too, remember tutoriala, the small jail cell where you first meet Arias and have to kill the kobold.......Again if you want Crescent Reach, put Crescent Reach...Put whatever you want, sorry if I wasnt clear...
*SIGH*

Maybe I'm the one that's not being clear...

I do not want players to spawn in Crescent Reach. At all. Ever.

I went through and replaced all of the starting zone entries that pointed to the new Freeport to Zone ID 9, which is freportw, the old classic Freeport.

When I create a new human warrior, even if I pick East Freeport, the new character starts in Crescent Reach. I do not know why they are starting there or how to make them start where I told them to start.
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  #5  
Old 12-07-2013, 08:58 PM
rencro
Hill Giant
 
Join Date: Sep 2008
Location: So. California
Posts: 219
Default

Apologies...Have you shut down and restarted the server after making your db changes?

If so, perhaps there is an issue in your tables as the server will default you to Crescent Reach if it cant find good info in the db:

Code:
{
		LogFile->write(EQEMuLog::Status, "Found starting location in start_zones");
		in_pp->x = atof(row[0]);
		in_pp->y = atof(row[1]);
		in_pp->z = atof(row[2]);
		in_pp->heading = atof(row[3]);
		in_pp->zone_id = in_cc->start_zone;
		in_pp->binds[0].zoneId = atoi(row[4]);
	}
	else
	{
		printf("No start_zones entry in database, using defaults\n");

		if(in_cc->start_zone == RuleI(World, TutorialZoneID))
			in_pp->zone_id = in_cc->start_zone;
		else {
			in_pp->x = in_pp->binds[0].x = -51;
			in_pp->y = in_pp->binds[0].y = -20;
			in_pp->z = in_pp->binds[0].z = 0.79;
			in_pp->zone_id = in_pp->binds[0].zoneId = 394; // Crescent Reach.
		}

	}
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  #6  
Old 12-07-2013, 09:17 PM
Lucia Moore
Sarnak
 
Join Date: Sep 2013
Posts: 32
Default

That's the thing, I don't THINK there's an error. I changed the start_zone and zoneid fields from 382 (or 383) to 9 and got the xyz coordinates from in-game. There's no reason I can think of why players shouldn't be able to spawn there.
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