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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. |
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12-13-2006, 01:58 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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opentype compilation
I got bored earlier, so I decided to see just what the different variables are for the opentype field in the doors table.
Note: there are at least 154 types, but I got tired and stopped early. I will continue this as time permits. I hope this is of help to someone. Once I get a true listing of the variables, I will post it into the wikki. So, if you know of any I have missed (or conditions I missed of what IS listed) let me know and I will add them.
to test this round: I used the door QVDOOR800 in qvic zone.
I will try again later with other objects to see if I can find any differences in the similiar fields found. Notice, when I put the effect of large or small movements in, that I defaulted most fields to 0. Thus the notation of variations in distance that were confusing.
CW = clockwise, CCW = counterclockwise (I got tired of typing it all out after awhile), -- = no noticeable effect
Alot of the results are similiar. I will try to break them down further as I can find the differences in variables.
1: wood/iron sound - counterclockwise
2: rock/stone sound - counterclockwise
3: no sound -- counterclockwise
4. no sound -- ccw
5. wood -- clockwise
6. iron -- cw
7. rock/stone - cw
8. rock/stone -ccw
9. ---
10. stone/rock -- slide to right
11. stone/rock -- slide to right
12. stone/rock -- slide to right
13. --
14. --
15. stone/rock -- slide to right
16. stone/rock -- slide to right
17. stone/rock -- slide to right
18. --
19. --
20. stone/rock -- slide to right
21. stone/rock -- slide to right
22. stone/rock -- slide to right
23. --
24. --
25. stone/rock -- slide to right
26. stone/rock -- slide to right
27. stone/rock -- slide to right
28. --
29. --
30. chain sound -- drawbridge
31. --
32. --
33. --
34. --
35. wood -- drawbridge
36. wood -- pivot forward
37. --
38. --
39. --
40. ?? sound (lock un-locking?) -- drawbridge
41. --
42. --
43. --
44. --
45. no sound -- slide towards user (small distance)
46. --
47. --
48. --
49. --
50. turns model invisible
51. --
52. --
53. ?? model invis/ intangable ??
54. turns model invisible
55. --
56. --
57. --
58. click to teleport
59: rocks in a dryer noise -- no movement. [game notes: spin lift (paineel key)]
60. chain noise/ metallic slam -- vertical lift
61. chain noise/ metallic slam -- vertical lift
62. stone noise -- vertical lift
63. no noise -- vertical lift (very high)
64. no noise -- vertical lift (very high)
65. chain noise/ metallic slam -- vertical lift
66. chain noise/ metallic slam -- vertical lift
67. stone noise/ metallic slam -- vertical lift
68. no noise -- vertical lift (very high)
69: no noise -- vertical lift (very high)
70. chain noise/ metallic slam -- vertical lift
71. chain noise/ metallic slam -- vertical lift
72. stone noise/ metallic slam -- vertical lift
73. no noise -- vertical lift (very high)
74. no noise -- vertical lift (very high)
75. chain noise/ metallic slam -- vertical lift
76. chain noise/ metallic slam -- vertical lift
77: stone noise/ metallic slam -- vertical lift
78. stone noise -- slide to right (very small ammount)
79. stone noise -- slide to left (very small ammount)
80. stone noise -- slide to right (very small ammount)
81. stone noise -- slide to right (very small ammount)
82. --
83. --
84. --
85. --
86. --
87. --
88. --
89. --
90. --
91. --
92. --
93. --
94. --
95. --
96. --
97. --
98. --
99. --
100. --
101. spins counterclockwise 10 revolutions (slow)
102. spins counterclockwise 16 revolutions (fast)
103. --
104. --
105: rotates along lower axis (windmill effect: slow)
106. rotates along lower axis (windmill effect: fast)
107. rotates along lower axis (windmill effect: fast)
108. --
hope someone found that useful while placeing doors and their open types.
Last edited by bufferofnewbies; 12-13-2006 at 10:01 PM..
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01-27-2007, 01:17 PM
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Developer
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Join Date: Jul 2004
Posts: 773
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this is excelent wiki material... this thread will get lost.
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01-27-2007, 05:24 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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if I can ever get off my butt, I will complete it.
Just too many fish atm, some are falling into the fire.
Once I get it completed, I will see about learning some wikki commands.
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01-27-2007, 07:43 PM
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Demi-God
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Join Date: Jul 2006
Posts: 1,552
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Buffer, if you want, I can Wiki this for you - and you can edit the page when you have updates. This is really good info. Nice work!
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01-28-2007, 03:02 AM
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Developer
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Join Date: Jul 2004
Posts: 773
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waiting is exactly what you dont want to do... put up partial information, in case:
1) somebody else has something to add to it
2) you never finish it, in which case somebody else can...
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01-28-2007, 04:45 AM
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Demi-God
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Join Date: Jul 2006
Posts: 1,552
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True, FNW. I just didn't want to steal his thunder.
http://www.eqemulator.net/wiki/wikka...OpenTypeValues
Posted. Buffer, edit that page (or better yet, go to one of the Win server guides) and edit those to see some formatting tips. That's how I do my pages. For this, I just plopped your exact post in w/ a link back here.
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01-28-2007, 07:52 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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I have no thunder now!
haha, thanks. Really the main issue was just not having time to learn wiki-esque. Feel free to put anything you see of mine on there if you want.
I promise... someday...
*years pass by*
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01-29-2007, 02:45 AM
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Demi-God
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Join Date: Jul 2006
Posts: 1,552
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There's really not a whole lot to it, if you just want to get your info in a page. Just go to the wiki, and place a page identifier that does not yet exist after the = sign in the URL, and it'll tell you the page does not exist, and do you want to create a new one?
Example:
http://www.eqemulator.net/wiki/wikka...BufferBlahBlah
Only thing is, gotta follow the Emu/Wiki conventions for naming pages. Other than that, paste your plan ol text in. There's even a formatting toolbar to help you along.
Try it out.
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