Commit graph

46 commits

Author SHA1 Message Date
Emagi
eaf5a10f49 Fix Pillars of Flame discpline zone map for v3 2022-11-09 16:08:51 -05:00
Emagi
3ab2ed0bbc Revert V3 to V2 map to avoid excessive widget/vertex count in map 2022-11-09 15:56:15 -05:00
Emagi
ea361bd22c AoM client cant even load this zone, no reason to keep it 2022-09-15 10:11:34 -04:00
Emagi
3d6835989a Maps v3 2022-09-15 08:27:08 -04:00
Emagi
db123c93e9 - Work in Progress: Widget ID support added to RegionScripts, test zone is tutorial_island02 (queens colony, overlord outpost, isle of refuge)
- You can now add a new region identified by its grid and widget id (use /grid to identify when standing over it)
- New LUA Functions:
CreateWidgetRegion(Zone, Version, RegionName, EnvName, GridID, WidgetID, Dist)
* Dist is optional when set to 0.0f we rely only on the widget id, when dist is set we do a radius around the widgets locations
* RegionName and EnvName define the script file so if you are in QueensColony (tutorial_island02) and the RegionName is TestRegion, script is RegionScripts/tutorial_island02/TestRegion.lua
RemoveRegion(Zone, Version, RegionName)
By default Version is 0 on both, but you could specify a version like 546 if you had a DoF client mapped

Example campfire in the newbie area:
ZoneScripts/QueensColony.lua
function init_zone_script, add line:
	CreateWidgetRegion(Zone, 0, "TestRegion", "", 924281492, 4117633379, 2.0)

Create new script, RegionScripts/tutorial_island02/TestRegion.lua with the following:
function TakeFireDamage(Spawn)
    local invul = IsInvulnerable(Spawn)
    if invul == true then
        return 0
    end

	local hp = GetHP(Spawn)
    local level = GetLevel(Spawn)
    local damageToTake = level * 1
	-- if we don't have enough HP make them die to pain and suffering not self
	if hp <= damageToTake then
		KillSpawn(Spawn, null, 1)
	else
		DamageSpawn(Spawn, Spawn, 192, 3, damageToTake, damageToTake, "Fire!", 0, 0, 1, 1)
	end
end

function EnterRegion(Zone, Spawn, RegionType)
	-- initial tick for hitting the fire
	TakeFireDamage(Spawn)

	-- 5 second Tick
	return 5000
end

function Tick(Zone, Spawn, RegionType)

	TakeFireDamage(Spawn)

    -- returning 1 would stop the Tick process until Spawn leaves/re-enters region
	return 0
end
2022-09-14 10:25:10 -04:00
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535ad35104 Classic/DoF maps (may extend further, but have not tested) 2020-11-22 15:31:38 -05:00
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ca6e029f5c removed water line in deflated maps (oops) 2020-11-06 19:56:21 -05:00
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5cf0e6ec17 Updated maps + compressed for faster on load processing 2020-11-01 16:52:16 -05:00
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99997be878 New/Updated navpaths for classic zones
Fix #130
2020-11-01 16:48:01 -05:00
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8522d64f39 Update tutorial_island02.nav 2020-10-20 23:23:06 -04:00
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1e157b0b6b Removed non collision polys from maps, includes the water planes of oceans that were blocking line of sight 2020-10-16 22:31:39 -04:00
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31c751647b Update tutorial_island02.EQ2Map
- Removed the water line level in the tutorial_island02, was blocking line of sight against in and out of water
2020-10-16 16:31:55 -04:00
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f91704ea2f Updated EQ2Maps per model viewer fix last night 2020-08-23 18:53:51 -04:00
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6aa159bc6c antonica and nektulos map updates and prototype navpaths
Completes fix #129.  Issue #130 will be used to continue researching into better ways to navpath large plain/mountaneous based zones
2020-06-18 00:04:04 -04:00
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9dc5587601 big bend, temple street and scale yard nav paths
In support of issue #129
2020-06-16 09:37:04 -04:00
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d09ce8035a Create cmmn_epic02_mage.nav
external gorge added
for issue #129
2020-06-16 09:10:27 -04:00
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1d243763f5 Update everfrost.nav
In support of issue #129
2020-06-16 08:14:59 -04:00
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56c777fd12 Update steppes.nav
Nav pathing these large maps is still a challenge, but there have been improvements to capture more of the map.  There is some manual process that will be required for these larger maps to be handled at a later time..

In support of issue #129
2020-06-16 07:51:24 -04:00
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378a331ec2 stonestair byway, longshadow alley and beggar's court
In support of issue #129
2020-06-11 22:00:08 -04:00
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515d41bccf Create commonlands.nav
In support of issue #129
2020-06-11 21:29:04 -04:00
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708385cbbe navpaths Starcrest Commune, Nettleville, Castleview Hamlet and willow wood
In support of issue #129
2020-06-10 22:41:41 -04:00
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ee9e6461a6 graystone (village03) and baubbleshire (village06) navpath 2020-06-09 23:23:02 -04:00
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7d1cb36cc3 Fixed EQ2Map for freeport south to have boat in proper position, nav path generated also
In support of issue #129
2020-06-08 16:57:52 -04:00
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94c355d130 Create nektropos_castle.nav
In support of issue #129
2020-06-08 08:26:43 -04:00
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5e74a68840 vale of the shattering nav path
In conjunction with issue #129
2020-06-08 08:03:21 -04:00
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d80b2ff33b cauldron cove (hollow) and bloodskull valley nav paths 2020-06-07 13:02:57 -04:00
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9d4f3b49e4 tomb of valor and vault of the fallen navpaths
In support of issue #129
2020-06-06 18:12:54 -04:00
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79d8c33472 Freeport city navs 2020-04-21 00:26:35 -04:00
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9b4246e72a Qeynos Catacombs navs 2020-04-20 23:55:28 -04:00
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f5da3953c3 Fixed nav for Queen's Colony and Outpost of the Overlord 2020-04-20 23:17:54 -04:00
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456288be16 Oakmyst, Ruins, Caves navpaths 2020-04-20 00:15:45 -04:00
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110abd46dd Freeport Sunken/Graveyard/Sprawl/Ruins navs added 2020-04-19 11:18:11 -04:00
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f352c32bee Thieves Way, Serpent Sewer, Edgewater Drains nav maps 2020-04-19 10:56:09 -04:00
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afa4a8aa3b Create qey_adv04_bog.nav
peatbog nav
2020-04-18 23:37:14 -04:00
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da1ce87184 Map Updates 2020-04-16 13:11:43 -04:00
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ab236f2b95 Create steppes_epic01_cove.nav 2020-04-14 21:58:53 -04:00
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7eb547a403 Create antonica_epic02_firemyst.nav 2020-04-14 21:36:39 -04:00
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393cc8880d Create solusekseye.nav 2020-04-13 20:55:12 -04:00
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c2ad4c739d Create fallengate.nav 2020-04-12 23:33:13 -04:00
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e6451964d2 Create qey_elddar.nav 2020-04-10 22:32:56 -04:00
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ee84725f6a Create steppes.nav 2020-04-10 22:17:50 -04:00
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7ddb96f42a New nav files! 2020-04-10 21:14:54 -04:00
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f397791dcf Updated Maps
With Model Viewer update repositioned objects
2020-04-10 07:35:15 -04:00
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812b17ad84 Create blackburrow.nav 2020-04-07 13:42:13 -04:00
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ede8d3bd19 First edition of EQ2Maps and sample navs
First EQ2Maps and sample navs halas.nav (FrostfangSea) and qey_harbor.nav (Qeynos Harbor)
2020-04-05 22:24:21 -04:00
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6772e3f51d First edition of EQ2Maps and sample navs
First EQ2Maps and sample navs halas.nav (FrostfangSea) and qey_harbor.nav (Qeynos Harbor)
2020-04-05 22:23:06 -04:00