Go Back   EQEmulator Home > EQEmulator Forums > Quests > Quests::Q&A

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

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #10  
Old 06-10-2012, 11:28 PM
blackdragonsdg
Dragon
 
Join Date: Dec 2008
Location: Tennessee
Posts: 656
Default

The lifts and such in Vergalid mines behave in an erratic manor and I am sorry to say I never found a good fix for them. I did hold onto some of the work I did before.

All the following applies to the very first lift you encounter in the zone. Assuming the door id's haven't changed this should still work.

player.pl
Code:
sub EVENT_CLICKDOOR
{
	my $doorstate = quest::isdooropen(38);

	if($doorid == 41 && !$doorstate)
	{
		quest::forcedooropen(38);
		quest::forcedooropen(39);
		quest::forcedooropen(40);
	}
	if($doorid == 41 && $doorstate)
	{
		quest::forcedoorclose(38);
		quest::forcedoorclose(39);
		quest::forcedoorclose(40);
	}
	if($doorid == 42 && !$doorstate)
	{
		quest::forcedooropen(38);
		quest::forcedooropen(39);
		quest::forcedooropen(40);
	}
	if($doorid == 42 && $doorstate)
	{
		quest::forcedoorclose(38);
		quest::forcedoorclose(39);
		quest::forcedoorclose(40);
	}
}
required changes for player.pl to work
Code:
update doors set triggerdoor = 0 where doorid = 38 and name = 'OBJ_ELEVPLAT';
update doors set triggerdoor = 0 where doorid = 39 and name = 'OBJ_ELEVROPE';
update doors set triggerdoor = 0, opentype = 58 where doorid = 41 and name = 'OBJ_ELEVSWLEVER';
update doors set triggerdoor = 0, opentype = 58 where doorid = 42 and name = 'OBJ_ELEVSWLEVER';
The above changes should cause the lift, ropes and levers to work with each other.
If I remember correctly it was also possible to control the lifts, ropes and levers without the need for a script which is what I believe the following changes will do.

Code:
update doors set triggerdoor = 39 where doorid = 38 and name = 'OBJ_ELEVPLAT';
update doors set triggerdoor = 40 where doorid = 39 and name = 'OBJ_ELEVROPE';
update doors set triggerdoor = 38 where doorid = 41 and name = 'OBJ_ELEVSWLEVER';
update doors set triggerdoor = 0 where doorid = 42 and name = 'OBJ_ELEVSWLEVER';
The suggested change to Doors::ForceClose() is probably correct and it did improve function a bit but I think some of the lifts and such may require additional code support to make them function correctly.

The bounce effect as you put it is the same erratic behavior I saw when messing with the lifts. If that bounce effect can be removed then the rest should be pretty easy to figure out.
Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 01:44 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3