Zonelines (S3D maps vs EQG maps)
There are three pages of threads regarding zonelines/zone points. Rather than creating another thread I will post
my question here since my question is semi-related to this thread.
Based on what I read, I've noticed that S3D maps (old world zones) have hard coded zonelines, but EQG maps (newer zones)
don't. In S3D's, you can't change the source zoneline--only the target (x.y.z) in the database. In EQG's the only way out of them
is Quest script (invis. NPC) or click an object/door.
Does this have anything to do with what hasn't been packet collected, or is it an emulator issue? The fact that I don't
get sent in an endless loop in an EQG zone tells me the zonelines aren't hard coded. I was just curious if Sony implemented
something new at this point. Trial and error is pointless since I don't seem to hit a zoneline anywhere unless I use the quest NPC.
Thx guys.
BTW, I'm not running into any problems with the current scheme. I'm just trying to understand the mechanics.
|