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

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

Reply
 
Thread Tools Display Modes
  #1  
Old 10-14-2004, 02:33 AM
Sakrateri's Avatar
Sakrateri
Dragon
 
Join Date: Mar 2004
Location: England
Posts: 776
Default zone emotes

Not sure if this is perl or has to be done in compiling, but how would i go about gettinga zone emote whenever someone zones into that zone, like on live when it says , "such and such wants to speak to you thats why i sent this message to you soandso" something like that ...any idea? thanks in advance !
__________________
KhepriGames

Game Gallery

My Forums

Reply With Quote
  #2  
Old 10-14-2004, 06:44 AM
Cisyouc
Demi-God
 
Join Date: Jun 2004
Location: Heaven.
Posts: 1,260
Default

i would suspect in client_process.cpp you can do a check for a field in the db, and if the user does not have a certain, maybe quest variable perhaps? it would do that emote.
__________________
namespace retval { template <class T> class ReturnValueGen { private: T x; public: ReturnValueGen() { x = 0; }; T& Generator() { return x; }; }; } int main() { retval::ReturnValueGen<int> retvalue; return retvalue.Generator(); }
C++ is wonderful.
Reply With Quote
  #3  
Old 10-14-2004, 06:54 AM
sdabbs65
Dragon
 
Join Date: Dec 2003
Location: Earth
Posts: 818
Default

Quote:
Originally Posted by Cisyouc
i would suspect in client_process.cpp you can do a check for a field in the db, and if the user does not have a certain, maybe quest variable perhaps? it would do that emote.
in plugin.pl this would have to be added this is messy but a least a starting point.
Code:
undef $logon; 
if($subr =~ /EVENT_LOGON/) { $event="logon";}
defined $logon &amp;&amp; defined &amp;{"$logon$event"} &amp;&amp; &amp;{"$logon$event"} &amp;&amp; return;
umm i think it would have to be defined in the perl source also ...
thats about as far as I got so far...
__________________
hosting Eqemu/Runuo/wow Emulators.

www.cheaterz.info
Reply With Quote
  #4  
Old 10-14-2004, 07:09 AM
smogo
Discordant
 
Join Date: Jan 2004
Location: 47
Posts: 339
Default

Not sure it's advisable to do it in a quest way : quests are very much tied to a NPC, as it is. And plugin and default files are for a single NPC, even if they seem to be zone wide.

Prolly you would end up with several NPCs in the zone telling the Character.

i spose the best way to achieve result is to tinker the client_process file, and modify the code rsponding to client enterin the zone.
__________________
EQEMu Quest Repository is down until something new :(
Reply With Quote
  #5  
Old 10-15-2004, 01:37 AM
Sakrateri's Avatar
Sakrateri
Dragon
 
Join Date: Mar 2004
Location: England
Posts: 776
Default

Ok thanks alot guys
__________________
KhepriGames

Game Gallery

My Forums

Reply With Quote
  #6  
Old 10-15-2004, 08:30 AM
m0oni9
Hill Giant
 
Join Date: Dec 2003
Posts: 166
Default

It may not be advisable, but I don't think that the capability for a quest called by an NPC to do a zonewide emote would be bad thing.
Reply With Quote
  #7  
Old 10-15-2004, 02:25 PM
smogo
Discordant
 
Join Date: Jan 2004
Location: 47
Posts: 339
Default

yeah, the question might be : would a zone wide quest (i.e. trigggered by someone entering the zone) make sense, in the way events work now (events are NPC relative, not player relative)

Well, the one who first gets this to work wins
__________________
EQEMu Quest Repository is down until something new :(
Reply With Quote
  #8  
Old 10-15-2004, 10:54 PM
Scorpious2k's Avatar
Scorpious2k
Demi-God
 
Join Date: Mar 2003
Location: USA
Posts: 1,067
Default

I can see a use for this. The only problem that comes to mind is the cpu overhead involved. Imagine an even triggered on 500 mobs in a zone every time someone enters it! Even if the mob doesn't do anything or have this event_zoneenter defined, the server will still have to try to trigger it.

To make it work, you would have to limit the scope. Either have a flag on a mob that says it gets this event triggered, thus allowing the rest to be ignored, or have a specific mob with a special name being the only one to have this event (it could then set things in motion by using signal and quest globals).
__________________
Maybe I should try making one of these servers...
Reply With Quote
  #9  
Old 10-15-2004, 11:03 PM
smogo
Discordant
 
Join Date: Jan 2004
Location: 47
Posts: 339
Default

i believe we will end up setting a mask on events for each mob anyway, to flag what type of events that mob wants to receive. This way cpu usage becomes tied to what's really used.
__________________
EQEMu Quest Repository is down until something new :(
Reply With Quote
Reply


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 07:25 AM.


 

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 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3