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  #1  
Old 12-19-2013, 09:43 PM
jdoran
Hill Giant
 
Join Date: Jul 2012
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Default groundspawn model size

Is there a way to change the size of an object on the ground? I am spawning some ground spawns, but their default bag is very small. This is outdoors, and I do not want to have to hunt through the grass for a tiny bag.

These objects need to be picked up (so I cannot use doors or static objects). This is for a collection quest.

Mobs are scaled using illusion packets. I'm drawing a blank on objects.

Any suggestions?
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  #2  
Old 12-19-2013, 11:05 PM
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Uleat
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This is the code ref:
https://github.com/EQEmu/Server/blob...Object.cpp#L83

OT_DROPPEDITEM is defined here:
https://github.com/EQEmu/Server/blob...e/object.h#L73


Obviously, it should be a large bag and not a small one...

The numeric value for large bag is 1, and small bag is 0.


Using the RoF patch file as an example:
https://github.com/EQEmu/Server/blob.../RoF.cpp#L2457

The 'm_type' field isn't carried over and the client is most likely receiving a value of 0 (small bag) for the type of spawn.


That's as deep as I've gotten into it so far..it will eventually be fixed :/


EDIT: Try with a different client, if possible. The patch encodings may show it correctly on another one.
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  #3  
Old 12-19-2013, 11:47 PM
jdoran
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Thanks. Are you referring to m_id when you say large bags are 1?

And this means that we have two models to choose from (large bag and small bag)? Come to think of it, weapons have a different model when dropped. I wonder if the idfile is responsible for this.

I'll poke at this some. I was kind of hoping there was some scaling, like can be done with mob models.
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  #4  
Old 12-20-2013, 12:00 AM
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The 'm_type' aka. 'object_type.' The id is a unique 'world' identifier.

These are generic models and do not reflect the actual model graphic..unless, of course, it's a small bag, large bag, etc...


Take a look at the objects table in the database. They use this generic model id. All of the world tradeskill objects use this.

You can take a look here:
https://github.com/EQEmu/Server/blob...nstants.h#L147
..to see if anyone of these are useable... I haven't experimented with these, but this is the most complete list of Bag/Object types
that I could put together.

Again, if you're using a client that doesn't transpose the type field correctly in the patch, you won't have an luck just changing
the ground spawn type in the code.

As far as scale, I do not know if that is possible with a ground spawn..someone else may have insight into that.
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  #5  
Old 12-20-2013, 12:09 AM
jdoran
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Thanks. I'm using the Underfoot client, and plan to stick with it for a while.

I'll mess around with m_type later. The idfile does change the model on the ground (but I still wish I could scale the thing). But maybe I'll get lucky.
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  #6  
Old 12-20-2013, 12:40 AM
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Ahh, I think I see what you're saying there... I do recall seeing something about which file is used based on useable slots..I think...

You can 'try' changing 'object_type' to 'm_type' here:
https://github.com/EQEmu/Server/blob...foot.cpp#L1680
..but, I don't know off the top of my head what else uses this structure and encoding.
At worst, you might get a zone crash. Otherwise, you may run into other objects not appearing correctly..I just haven't tested it yet.

But, like I said, it will eventually get fixed properly
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