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Development::Database/World Building World Building forum, dedicated to the EQEmu MySQL Database. Post partial/complete databases for spawns, items, etc. |

12-07-2006, 08:11 AM
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Demi-God
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Join Date: Jul 2006
Posts: 1,552
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I thought I read somewhere that making auto-zone lines required you to create some invisible NPC with proximity or some horrible shit like that... with odd coordinates of -999999 or whatever - which helped me avoid doing it right away. 
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12-07-2006, 08:32 AM
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Hill Giant
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Join Date: Dec 2005
Location: Lurking in KY
Posts: 239
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not if the zone is setup for a hardcoded zoneline, thats only if you want to add a zoneline into someplace that doesnt have what I call a 'static' portal.
Some zonelines are actually hard coded into the system, or at least they are being read as a zoneline on the client side.
Best way I have found to find out if an area is static:
1. remove all the zonepoints for the experiment zone in zone_points (this should be blank already for most unused zones), and
2. try to walk thru the different zoneline areas.
--If the area is 'static', you will run into a perma-loop zoning over and over to where you were (at least in my case), then you simple break out of the game and reset yourself useing the MySQL CC or use another GM toon to #movechar you to a safe spot.
3. then you have to find which zoneline the server is seeing (if more than 1 is available for the zone).
--that is why some of my zoneline arent in order, they might skip from zoneline 1 to zoneline 3 then back to zoneline 2. I'm not sure where it reads this information, but as far as I can tell atm, I am unable to force the zoneline to react to any other number. Thus I am calling it 'hardcoded' until someone figures out what I'm missing on it.
4. Set each zoneline to a different test zone destination. (ie: add a line into zone_points for your test zone that leads to another zone)
--this might take some doing if you dont know how many zonelines it may have.. start with zoneline 1 and repeat above steps, adding 1 new zoneline field each failure to zone anywhere.
5. zone again, and see where you end up at.
--This is how you know which zoneline number you went thru for that zone.
--Try to get as close as you can to the zoneline on your #loc before you actually zone. This is one of the annoyingly long parts
6. Reset that zoneline to the location you want the players to go.
Viola. New zone connections until the real zones can be found.
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12-07-2006, 02:29 PM
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Hill Giant
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Join Date: Dec 2005
Location: Lurking in KY
Posts: 239
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One minor fix, I didn't have the ' ' around the text for zone. Now it should work. Appoligies to anyone who tried the last one and got the error. And curses to the inability to edit old posts. :p
Code:
INSERT INTO zone_points (zone, number, y, x, z, heading, target_y, target_x, target_z, target_heading, zoneinst, target_zone_id)
VALUES ('qvic', 2, 768.4, -2510.6, -647.9, 999, -632.7, 2682, -403.9, 60, 0, 239),
('qvic', 1, 0, 0, 0, 0, 527.3, 2636.8, -403.9, 191, 0, 291),
('qvic', 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 295),
('yxtta', 1, 1536.8, -925.5, -348.9, 999, -2755, 593, -348.9, 60, 0, 293),
('yxtta', 3, 526.3, 2647.8, -403.9, 0, -960, -2591, -647.9, 60, 0, 295),
('yxtta', 2, 1545.6, 1103.5, -348.9, 999, -2757.8, 2493.2, -348.9, 200, 0, 293),
('kodtaz', 1, -2755, 593, -348.9, 999, 1536.8, -925.5, -348.9, 166, 0, 291),
('kodtaz', 2, -2757.8, 2493.2, -348.9, 999, 1545.6, 1103.5, -348.9, 133, 0, 291),
('kodtaz', 3, -632.7, 2682, -403.9, 999, 768.4, -2511, -647.9, 57, 0, 295),
('kodtaz', 4, 1362, -1360, -344, 999, 1220, -1350, -348, 70, 0, 293);
edit: ninja fix to kodtaz to yxtta zone that I had going to wrong spot.. dang 8 and 9 being close to each other.
Last edited by bufferofnewbies; 12-07-2006 at 10:40 PM..
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