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Author Topic: Idea for plugin rattling around in my head.... [Locked]
Chef_Wubbie  2 stars
Posts: 471
Registered: 2002-7-11 05:32:39
I can't code, I just spin out cracked out ideas sometimes.


I think the discussion of how it could be done and problems and trying to think of solutions around them is a good thing.


I think there could be a useful way to do this.

Being able to access the API for the radar plugin would be intresting. Make the path red, and at certain points pop up short instruction bits.


Are their coords in dungeons?

if there aren't then this is sorta a moot point and can just write things on parachments to share.


Hey VI on a totally off the wall side note...

Once upon a time Imp Inventory had some item movement commands.

Would let you type in like /imp move 5,7 - move 5 items to pack 7

/imp sell 6 - put first 6 things into sell window etc...

it let you load trade windows with certain amounts of things and woudl even let you fill/empty chests and the like...

How hard is this type on thing under Decal 3/TOD?


I am just curious because when I am selling like 1k (10 stacks) of shrooms and things it gets annoying dragging things over to the window 1 at a time... since they all stack in my top of the pack would be hot to just type in /cmd trade 10 and it would load the items into the trade window...


wubbie

 

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WARLORD OF THINGS YOU CAN FOLD, SPINDLE AND MUTILATE
126th er 140th er 160th er 190ish er 215 er 265ish er 275th Level Tradeskill Main
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Digero  3 stars
Posts: 580
Registered: 2002-10-21 23:55:01
Thorfinn_Sigurdssen posted:

You don't need the source for Radar add-on for that, it's got a fully documented API, and it's actually designed with the intention of allowing other plugins to use the radar. I'm actually thinking about adding in routefinding capabilities into MiniMap, but the biggest problem with doing that (aside from finding the time) is it wouldn't be able to take into account locked or levered doors, or even one-way routes such as jumping down. If I get a chance inbetween fixing up AC+ and changing diapers, I'll maybe look into it.

I was thinking about doing something similar in GoArrow, but I was having trouble decoding the dungeon geometry -- so you're already a big step ahead of me there . You should be able to use heuristics to determine places where you can jump down inside a dungeon.


As for locked doors, those would have to be added manually, or just ignored -- sometimes the route you have to take to pull levers, etc. can be complicated and it'd be too much for a route-finding algorithm (unless you wanted to spend tons of time on it ). I suppose one option would be to allow people to submit custom routes which would override the calculated route, but even creating the UI to make the custom routes could be a pain.


Chef_Wubbie posted:

Are their coords in dungeons? if there aren't then this is sorta a moot point and can just write things on parachments to share.

In short, yes. Every point in the AC world is specified by a landblock and x/y/z offset inside the landblock. On the surface, these are translated into coordinates. Points inside a dungeon can just be referenced by the x/y/z offsets for the specific dungeon's landblock (aka dungeon ID).

 

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[CoH] Devil's Zealot, Scinta, Izzard - Guardian (Retired)
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Virindi-Inquisitor  4 stars
Posts: 1,538
Registered: 2001-11-18 22:25:54
>> I was thinking about doing something similar in GoArrow, but I was having trouble decoding the dungeon geometry -- so you're already a big step ahead of me there


Yes, that was a stumbling block for me, too. I was able to figure out the format for the cell files specifying the dungeon, but not the block templates in portal...as of yet, at least.

 

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Xeon_Xarid  1 star
Title: Magister of Fun
Posts: 169
Registered: 2004-7-30 14:51:31
If you let users create the paths, you could also have them add notes.


One way would be to do a series of waypoints (on a timer, new waypoint created every 5m or something).

After the path has been recorded, can then create a 10 D3D objects, with 1 on each of the next 10 waypoints in the list, just keep moving them up the list as the toon moves. Would be like following a trail of breadcrumbs through a dungeon.


And could also have user added notes displayed at the waypoint in which they were added... like floating signs: Flip this lever, This door opened by lever 6, etc.


I think this could be fairly straight forward to do and a real boon for some quests.

 

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Chef_Wubbie  2 stars
Posts: 471
Registered: 2002-7-11 05:32:39
Xeon_Xarid - that sounds cool but really complicated, remember I'm a psychotic end user not a programmer so I am sometimes wrong. The "simple" plugins are sometimes the most complicated, and some of the "complicated" plugins are really simple so I dunno.


Ok Digero says we have coords. This is a good thing.

I think a "routing" interface could be easy enough to make user freindly.


I am running dungeon path v1.0...

I am in Grevious Nidus.

I portal in the plugin snags the dungeon ID and puts up the name.

I click the tab for create new route.

Now we all know this route is...

Straight, Left, Right, Right, Right, Right, Right, Jump, Go West, then Right.

At each point I turn, I hit a Left/Right/Straight Button to record in the data file the proper direction.

When I get to the jump, I hit the "special button" and I can type in x instructions. ie Jump Down here then face West.

Then I input the rest of the instructions.

I hit save.

I portal recall up top because the route is in the datafiles it autoloads and there is an arrow pointing the right way to follow.

I get to the jump and a small text window under the arrow says Jump down here face west.

It then directs me to my desitnation.


I am unsure if there are dungeons that require 3 sets of instructions or not.

Potato needs 2. Main Path and Lockpicker Path.

By allowing a special button text input you can tell them things like... to do this part you should have lockpick and be quick. or this door is closed, wait for it to be opened by other person.


While it would be awesome for all of this to just be provided to the players, I think putting the end product into their hands makes it more valuable. If there is a "bad" entry in the list there could be a button for this routing failed. Enough of those hit and it gets deleted or flagged for review. Sometimes community projects can work


wubbie - who misses the Imp Move commands

 

-----signature-----
WARLORD OF THINGS YOU CAN FOLD, SPINDLE AND MUTILATE
126th er 140th er 160th er 190ish er 215 er 265ish er 275th Level Tradeskill Main
STOP LAUGHING, I MAKE GIMPED LOOK HAWT!
No really, a Chef who is 275... and I kill stuff too
MOOOOOOOOOOOOOOOOOOOO!

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