ZonePoints (ALb Dungeons SI entry exit and AC)

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ZonePoints (ALb Dungeons SI entry exit and AC)

Postby Arthur » Sat Apr 17, 2004 11:13 am

Hi,

Not sure if I am posting this in the correct forum, here goes anyway :)

I am currently running GameServer 1.5.3 (Debug Build) and I have coded in the ZonePoints for the following.

Albion Mithra, Keltio Fogou, Catacombs, Tepok's Mine, Barrows.
These Dungeons now you can walk in and out of, I have also added these following Zone Points.
Avalon Marsh to Gothwaite Harbour, and Gothwaite Harbour to Avalon Marsh, also both Entrances are fuly opperation for Avalon City.


The new ZonePoint.xml file is Pasted below, this must replace the ZonePoint.xml in the xml_db folder.

I will be working on the Hib & Mid Dungeons as soon as i complete the code ill post the update here.

I have only tested this with the 1.5.3 Debug Build and it all works fine. Hope this will be of use to others out there, regards Arthur

<?xml version="1.0" standalone="yes"?>
<ZonePoint>
<ZonePoint>
<ZonePoint_ID>Ext_Barrows</ZonePoint_ID>
<Id>7</Id>
<X>31752</X>
<Y>34309</Y>
<Z>16496</Z>
<Region>20</Region>
<Realm>1</Realm>
<Heading>1000</Heading>
</ZonePoint>
<ZonePoint>
<ZonePoint_ID>Ent_Barrows</ZonePoint_ID>
<Id>8</Id>
<X>585727</X>
<Y>585227</Y>
<Z>2109</Z>
<Region>1</Region>
<Realm>1</Realm>
<Heading>500</Heading>
</ZonePoint>
<ZonePoint>
<ZonePoint_ID>AM_EntSI</ZonePoint_ID>
<Id>153</Id>
<X>526300</X>
<Y>542200</Y>
<Z>3168</Z>
<Region>51</Region>
<Realm>1</Realm>
<Heading>3000</Heading>
</ZonePoint>
<ZonePoint>
<ZonePoint_ID>SI_EntAM</ZonePoint_ID>
<Id>154</Id>
<X>462000</X>
<Y>632700</Y>
<Z>1705</Z>
<Region>1</Region>
<Realm>1</Realm>
<Heading>0</Heading>
</ZonePoint>
<ZonePoint>
<ZonePoint_ID>Ent_Catacombs</ZonePoint_ID>
<Id>31</Id>
<X>31120</X>
<Y>29950</Y>
<Z>16239</Z>
<Region>23</Region>
<Realm>1</Realm>
<Heading>3000</Heading>
</ZonePoint>
<ZonePoint>
<ZonePoint_ID>Ext_Catacombs</ZonePoint_ID>
<Id>30</Id>
<X>383995</X>
<Y>681625</Y>
<Z>6795</Z>
<Region>1</Region>
<Realm>1</Realm>
<Heading>0</Heading>
</ZonePoint>
<ZonePoint>
<ZonePoint_ID>Ent_Mithra</ZonePoint_ID>
<Id>24</Id>
<X>33150</X>
<Y>32665</Y>
<Z>16480</Z>
<Region>21</Region>
<Realm>1</Realm>
<Heading>2000</Heading>
</ZonePoint>
<ZonePoint>
<ZonePoint_ID>Ext_Mithra</ZonePoint_ID>
<Id>25</Id>
<X>603484</X>
<Y>522761</Y>
<Z>3120</Z>
<Region>1</Region>
<Realm>1</Realm>
<Heading>2000</Heading>
</ZonePoint>
<ZonePoint>
<ZonePoint_ID>Ext_DF_Alb</ZonePoint_ID>
<Id>82</Id>
<X>599354</X>
<Y>536112</Y>
<Z>2960</Z>
<Region>1</Region>
<Realm>1</Realm>
<Heading>1000</Heading>
</ZonePoint>
<ZonePoint>
<ZonePoint_ID>Ent_KFogou</ZonePoint_ID>
<Id>32</Id>
<X>30105</X>
<Y>31245</Y>
<Z>16495</Z>
<Region>22</Region>
<Realm>1</Realm>
<Heading>3000</Heading>
</ZonePoint>
<ZonePoint>
<ZonePoint_ID>Ext_KFogou</ZonePoint_ID>
<Id>33</Id>
<X>543775</X>
<Y>635820</Y>
<Z>1803</Z>
<Region>1</Region>
<Realm>1</Realm>
<Heading>1000</Heading>
</ZonePoint>
<ZonePoint>
<ZonePoint_ID>Ext_Tepoks</ZonePoint_ID>
<Id>34</Id>
<X>488350</X>
<Y>437000</Y>
<Z>4945</Z>
<Region>1</Region>
<Realm>1</Realm>
<Heading>2000</Heading>
</ZonePoint>
<ZonePoint>
<ZonePoint_ID>Ent_Tepoks</ZonePoint_ID>
<Id>35</Id>
<X>32635</X>
<Y>34850</Y>
<Z>15179</Z>
<Region>24</Region>
<Realm>1</Realm>
<Heading>2000</Heading>
</ZonePoint>
<ZonePoint>
<ZonePoint_ID>EntN_AvCity</ZonePoint_ID>
<Id>155</Id>
<X>31965</X>
<Y>21735</Y>
<Z>8116</Z>
<Region>50</Region>
<Realm>1</Realm>
<Heading>0</Heading>
</ZonePoint>
<ZonePoint>
<ZonePoint_ID>EntS_AvCity</ZonePoint_ID>
<Id>156</Id>
<X>31120</X>
<Y>47190</Y>
<Z>8313</Z>
<Region>50</Region>
<Realm>1</Realm>
<Heading>2000</Heading>
</ZonePoint>
<ZonePoint>
<ZonePoint_ID>ExtN_AvCity</ZonePoint_ID>
<Id>157</Id>
<X>455100</X>
<Y>476000</Y>
<Z>4682</Z>
<Region>51</Region>
<Realm>1</Realm>
<Heading>0</Heading>
</ZonePoint>
<ZonePoint>
<ZonePoint_ID>ExtS_AvCity</ZonePoint_ID>
<Id>158</Id>
<X>455080</X>
<Y>462700</Y>
<Z>4682</Z>
<Region>51</Region>
<Realm>1</Realm>
<Heading>2000</Heading>
</ZonePoint>
</ZonePoint>
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Postby Arthur » Sat Apr 17, 2004 11:17 am

The Code has not displayed properly :/
how ever if anyone would like the .xml file i will galdy email it to you,

send requests to A.PenDragon@blueyonder.co.uk
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Postby Smallhorse » Sat Apr 17, 2004 11:25 am

try attaching the XML file either as XML directly or as zip compressed file to this thread :)
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ZonePoint.xml

Postby Arthur » Sat Apr 17, 2004 11:38 am

Attached zonepoint.xml file in .zip format

hope this works :D
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zonepoint.zip
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Postby Several » Sat Apr 17, 2004 6:34 pm

Well guys i've a better script for that, a script which takes the jump points out of the clients jumplist, so it's always uptodate with the client.

The script works fine, i'm just missing a GetRegionByZoneID method *stares at smallhorse* :P
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Postby Virt » Sat Apr 17, 2004 9:00 pm

i've just found that all jump point stored in DAOC\zones\ZoneXXX\datXXX.mpk files (in ZONEJUMP.cvs), so why don't write some kind of a script which will generate up to date ZonePoint.xml?
or i miss something? =)
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Postby Smallhorse » Sun Apr 18, 2004 9:34 am

Yes Virt, you miss something...
The jump points stored inside the ZoneJump.csv files are only the "SOURCE" of a jump point ... they define a line (or a plane) that when the player walks over it, the client sends the "jump" request to the server with the specified jumpid from that file... but the client doesn't know anything about the destination of the jump, this is only stored in the server... :)
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Postby Virt » Sun Apr 18, 2004 11:40 am

i haven't any clue what all those numbers means =)
btw, in fixtures.csv there are some kind of coordinates for bindstones, am i right? can they be used for binstones db creation?
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Postby Arthur » Sun Apr 18, 2004 12:12 pm

be best downloading the attachted Zip i uploaded, me beeing a complete noob to coding scripting etc, i didnt releaise the forum didnt allow xml code to be posted directly.

the numbers you can see above work as follows, ill use the following 2 sections. these correspond to the avalon marsh zone gate to goth, and back again

AM_EntSI (Name u can define this)
153 Game (Jump Point ID)
526300 (X game co-ord North South)
542200 (Y game co-ord East West)
3168 Z (Z altitude height)
51 (Region) eg 1 albion, 51 shrouded isles etcetc
1 (Realm code 1=alb 2 & 3 = hib & mid)
3000 (Heading, n=2000, e=3000, s=0 & west =1000)

when using the jump points in the above the smaple the jump point id (Gate) is infact in SI (regieon 51) once u have the co-ords for a ump gate you need its relevant one in the other zone and u switch these, eg 153 blue haze gate(region 1-inner alb) Avalon marsh but all cords are in si (region 51)

hope this helps you understand the numbers :)
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Postby nor » Sun Apr 18, 2004 2:35 pm

i haven't any clue what all those numbers means =)
btw, in fixtures.csv there are some kind of coordinates for bindstones, am i right? can they be used for binstones db creation?
Yes, those are the coordinates of the model inside of the zone.

I've managed to place swords exactly at the keep gates using those coordinates and offsets inside of the model + rotation angle and add gate id which you can see by clicking on the swords.

Only thing missing there is the height of the object and the name of the gates so for gates it is better to log them from live servers; bind stones should be ok.

I'll attach my script that describes doors for 2 keep models and adds them in thidranki (notice that MPK has 200degree rotation)/jamtland. For fun. :)


mpk
/jump to 53600 25500 0 252
central keep
/jump to 34000 38300 0 252

glenlock faste
/jump to 707000 657000 0 100
hildskialf faste
/jump to 679000 655000 0 100
blendrake faste
/jump to 702000 629000 0 100
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Postby nor » Sun Apr 18, 2004 2:36 pm

Whops forgot to attach it :)
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keep-gates.zip
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Postby Arthur » Mon Apr 19, 2004 12:10 am

virt how do i decompress the *.mpk file u mentioned, as all co-ords i have used currently in the server files i have obtained mainly thorugh trial and error, having them all listed would help me greatly, if i can then complete ALL ZONES, i can re upload the file for perhaps inclusion with the next DOL release :)

btw im no coder, im learning as i go along :)
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Postby Virt » Mon Apr 19, 2004 7:14 am

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Postby Smallhorse » Mon Apr 19, 2004 10:13 am

yes virt, those coordinates could be used for a bind-db ... however not all bindable areas have a bindstone ;)
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Postby nor » Mon Apr 19, 2004 9:44 pm

I don't remember any bindable area without bindstone, can you name some?

Players are bound to starting location when they enter the world first time but you can't bind there with /bind command.
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