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Quests::Plugins & Mods Completed plugins for public use as well as modifications. |
12-24-2013, 01:11 AM
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Administrator
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Join Date: Feb 2009
Location: MN
Posts: 2,071
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Plugin/Mod:Real Time Door Manipulation
Last edited by Akkadius; 04-18-2014 at 03:25 AM..
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12-24-2013, 01:33 AM
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Developer
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Join Date: Dec 2012
Posts: 515
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Very nice work Love the Cust_obj_data
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12-25-2013, 04:19 AM
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Hill Giant
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Join Date: Sep 2013
Posts: 118
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This is great.. I actually just re did my "hub" zone and it's been such a pain in the ass restarting the zone constantly. This is a HUGE timesaver.
Thanks Akka!
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12-25-2013, 03:43 PM
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Administrator
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Join Date: Feb 2009
Location: MN
Posts: 2,071
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Quote:
Originally Posted by Township EQ
This is great.. I actually just re did my "hub" zone and it's been such a pain in the ass restarting the zone constantly. This is a HUGE timesaver.
Thanks Akka!
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Glad you enjoy it, it pretty much whoops ass.
It's got a very simple to use interface, you start to get really fast at using it. You can really customize your environment heavily with it.
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12-25-2013, 08:59 PM
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Hill Giant
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Join Date: Sep 2013
Posts: 118
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Quote:
Originally Posted by Akkadius
Glad you enjoy it, it pretty much whoops ass.
It's got a very simple to use interface, you start to get really fast at using it. You can really customize your environment heavily with it.
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I know man.. I actually spent all last night just playing around with it.
You can actually add hallways and rooms as doors, at least in the zone I'm working in. I'm going to be messing around with this a lot over the next few days.. there's a level of customization that I didn't even know was there.
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12-25-2013, 10:10 PM
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Administrator
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Join Date: Feb 2009
Location: MN
Posts: 2,071
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Quote:
Originally Posted by Township EQ
I know man.. I actually spent all last night just playing around with it.
You can actually add hallways and rooms as doors, at least in the zone I'm working in. I'm going to be messing around with this a lot over the next few days.. there's a level of customization that I didn't even know was there.
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Post screenshots of your creations!
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12-25-2013, 11:06 PM
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Hill Giant
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Join Date: Sep 2013
Posts: 118
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Sure!
This is basically the end of Crystallos. I've locked off 2 of the doors and I'm using this small area as a hub. In my opinion at least it looks 100x better. I'll add the location in case anyone wants to see for themselves. Most of this was done with this tool, the trees are mobs, not objects though.
Location: 1978.6, 2645.5, 474.0
Left side of open area
Before
After
View of whole open area
Before
After
Ceiling of "Teleport" room - When players gate back and decide to afk I wanted them to be in a certain room away from NPCs and other players who are not afk.
Before
After
Teleport room facing East
Before
After
Teleport room facing West
Before
After
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12-26-2013, 12:39 AM
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Administrator
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Join Date: Feb 2009
Location: MN
Posts: 2,071
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Quote:
Originally Posted by Township EQ
Sure!
This is basically the end of Crystallos. I've locked off 2 of the doors and I'm using this small area as a hub. In my opinion at least it looks 100x better. I'll add the location in case anyone wants to see for themselves. Most of this was done with this tool, the trees are mobs, not objects though.
Location: 1978.6, 2645.5, 474.0
Left side of open area
Before
After
View of whole open area
Before
After
Ceiling of "Teleport" room - When players gate back and decide to afk I wanted them to be in a certain room away from NPCs and other players who are not afk.
Before
After
Teleport room facing East
Before
After
Teleport room facing West
Before
After
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Very cool!
It's pretty easy to go nuts with it. You can literally play with objects for hours.
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10-07-2014, 11:11 PM
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Fire Beetle
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Join Date: Apr 2010
Posts: 2
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Added a tiny bit more of utility to your brilliant plugin. Just type #door view and click a saylink to spawn the object.
Code:
if($arg[1] =~/view/i){ @doors = $entity_list->GetDoorsList();
foreach $door (@doors){
$client->Message(15, "ID: " . $door->GetDoorID() . " " . quest::saylink("#door create " . $door->GetModelName , 1, $door->GetModelName()));
}
}
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01-12-2015, 05:12 PM
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Sarnak
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Join Date: Aug 2009
Location: Somewhere
Posts: 53
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How does one actually hook in this plugin? I tried creating a global/player.pl script like this:
Code:
sub EVENT_CLICKDOOR{
if($status > 200){
plugin::Doors_Manipulation_EVENT_CLICKDOOR(); # Door Manipulation Plugin
}
}
sub EVENT_SAY{
if($status > 200){
plugin::Doors_Manipulation_EVENT_SAY(); # Door Manipulation Plugin
}
}
But that doesn't work. What am I missing?
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01-12-2015, 05:26 PM
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Administrator
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Join Date: Feb 2009
Location: MN
Posts: 2,071
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Quote:
Originally Posted by iluvseq
How does one actually hook in this plugin? I tried creating a global/player.pl script like this:
Code:
sub EVENT_CLICKDOOR{
if($status > 200){
plugin::Doors_Manipulation_EVENT_CLICKDOOR(); # Door Manipulation Plugin
}
}
sub EVENT_SAY{
if($status > 200){
plugin::Doors_Manipulation_EVENT_SAY(); # Door Manipulation Plugin
}
}
But that doesn't work. What am I missing?
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A problem I've seen is that .lua scripts are taking precedence over .pl
Do you have a .lua global_player ?
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01-12-2015, 06:09 PM
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Sarnak
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Join Date: Aug 2009
Location: Somewhere
Posts: 53
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I figured out the issue. My plan was to attempt to use lua scripts exclusively, as this is a brand new server with a custom world. So I didn't have any of the normal perl scripts in plugins, just Doors_Manip.pl and mysql.pl
The issue is that Doors_Manip depends on globals.pl
Once I figured that out and moved it into plugins, things worked
Thanks!
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01-11-2018, 05:20 PM
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Sarnak
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Join Date: Dec 2010
Posts: 63
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Awesome plugin!!
Question, though, I couldn’t get some Erudin models to show in Unrest, yet I could add another random zone model to Dagnors Cauldron.
I’ve had no issues at all adding zone models to their corresponding zone, however. Am I doing something wrong or is that WAI?
Thank you
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