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Long ago, all elevator objects were part of transports.sql along with ships barges ferries etc. This lead to regularly broken elevators due to ID shifting. There was always a plan to eventually rework the rest out of there but it was never done and was less urgent because there are far fewer ships than elevators meaning fewer complaints once elevators were fixed. With modern teleport options, almost nobody even uses airships and the selbina-mhuara ferry anymore. Unless boat to Al Zahbi breaks ona ToAU+ server, we are unlikely to even hear if there is a problem without said problem having existed for several months.
As mentioned above, transports NPC IDs sometimes shift, and our current automation doesn't cover this.
Transports work similarly to elevators, having invisible door NPCs and animated parts that need to work together on a schedule.
Elevators self-initialize a task at spawn time to set up the cycle of their states. All transports can be made to do this with some changes.
Transports have specialized model types / model ID we may be able to make use of as well.
Some objects may use a special binary value in the name field that changes the model loading, but I don't know if this is involves with the transport's player boards. I know it does the non-boardable objects that you see outside of towns (overhead airships).
Transports often (always?) have special names the client expects that may not be suitable for a file name for a script. If this is a problem for implementation of self init, we can work around this by separating the data sent to the client from the actual file name, or by altering the initialization core side to point to a new global that can work with the "real" npc name.
npc_list.sql has 2 name fields, "name" and "polutils name" which are more accurately "script filename" and "string that automation used to match against polutils mass extractor xml dumps"
Semi related, but mob_pools.sql; also has 2 name fields, one being the packet name sent to the client when the mob is instantiated (example: Sehl'teus in Cop 8-2)
more to come as I actually remember it or track down past discussions from the pre-github message bad times
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Info dump:
Long ago, all elevator objects were part of transports.sql along with ships barges ferries etc. This lead to regularly broken elevators due to ID shifting. There was always a plan to eventually rework the rest out of there but it was never done and was less urgent because there are far fewer ships than elevators meaning fewer complaints once elevators were fixed. With modern teleport options, almost nobody even uses airships and the selbina-mhuara ferry anymore. Unless boat to Al Zahbi breaks ona ToAU+ server, we are unlikely to even hear if there is a problem without said problem having existed for several months.
As mentioned above, transports NPC IDs sometimes shift, and our current automation doesn't cover this.
Transports work similarly to elevators, having invisible door NPCs and animated parts that need to work together on a schedule.
Elevators self-initialize a task at spawn time to set up the cycle of their states. All transports can be made to do this with some changes.
Transports have specialized model types / model ID we may be able to make use of as well.
Some objects may use a special binary value in the name field that changes the model loading, but I don't know if this is involves with the transport's player boards. I know it does the non-boardable objects that you see outside of towns (overhead airships).
Transports often (always?) have special names the client expects that may not be suitable for a file name for a script. If this is a problem for implementation of self init, we can work around this by separating the data sent to the client from the actual file name, or by altering the initialization core side to point to a new global that can work with the "real" npc name.
npc_list.sql has 2 name fields, "name" and "polutils name" which are more accurately "script filename" and "string that automation used to match against polutils mass extractor xml dumps"
Semi related, but mob_pools.sql; also has 2 name fields, one being the packet name sent to the client when the mob is instantiated (example: Sehl'teus in Cop 8-2)
more to come as I actually remember it or track down past discussions from the pre-github message bad times
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