#142 LUA Function: transport map useability

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opened 1 year ago by image · 1 comments
image commented 1 year ago

need the ability to display transport options via LUA scripting

should pull transports, eg.

if(GetTransporterID() > 0)
    GetZone()->GetTransporters(&destinations, client, GetTransporterID());

then display:

if(destinations.size())
    client->ProcessTeleport(this, &destinations, GetTransporterID());
need the ability to display transport options via LUA scripting should pull transports, eg. if(GetTransporterID() > 0) GetZone()->GetTransporters(&destinations, client, GetTransporterID()); then display: if(destinations.size()) client->ProcessTeleport(this, &destinations, GetTransporterID());
image commented 1 year ago
Collaborator

adding: NPC is a Object, Widget, NPC, Sign Spawn is a 'Player' TransportID is a uint32 to match transporters table id

SendTransporters(NPC, Spawn, TransportID)

you can also override existing transport ids by setting a temporary transport ID BEFORE 'use' command is called. Set to 0 to nullify any existing transport map being displayed.

SetTemporaryTransportID(Spawn, TransportID)

you can check the Players current transport id to see what it is set to.

GetTemporaryTransportID(Spawn)

adding: NPC is a Object, Widget, NPC, Sign Spawn is a 'Player' TransportID is a uint32 to match transporters table id ```SendTransporters(NPC, Spawn, TransportID)``` you can also override existing transport ids by setting a temporary transport ID BEFORE 'use' command is called. Set to 0 to nullify any existing transport map being displayed. ```SetTemporaryTransportID(Spawn, TransportID)``` you can check the Players current transport id to see what it is set to. ```GetTemporaryTransportID(Spawn)```
image referenced this issue from a commit 1 year ago
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