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Thread: Players in Area

  1. #1

    Players in Area


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    Hey!

    What's the proper way to work with Players inside an Area if AreaTriggerScript does not work on 3.3.5a?
    Or is it a way to make AreaTriggerScript to work?

    NPC checking inside a range for players there?

  2. #2
    running amongst ghouls ..

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    If you wish to apply specific criteria to players in a specific area, using C++ "OnMapUpdate" script hook could be used, checking area instead of zone in the function parameters, but all this is from memory, certain specifics could have changed in time. It's also good option to create a custom script hook to accommodate your needs more precisely.
    Any targets in this case are bound to the boundaries of the area itself, once a player (or entity) leaves this area it's no longer bound.

    The other option is to create an entity to which you hook up a radius trigger and if another entity (player?) is within range in the map it will execute your desired code, without being bound to the specific margins of the area itself.

    There could be a new, better suitable script system hook to better serve your goals as well, you can start reading in the script system's .h files.

    If something is broken, it's best to be fixed first before going for alternatives, an issue at Github may help you to do so and start gaining reputation amongst TC's community circles. I have long given that up with Shauren's attitude (does he really forget from how long I know him? Lmao) and Jackpoz's attitude comments vs knowledge, although I do seek his comments when I need a laughter.

  3. #3
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    Quote Originally Posted by AwkwardDev View Post
    If you wish to apply specific criteria to players in a specific area, using C++ "OnMapUpdate" script hook could be used, checking area instead of zone in the function parameters, but all this is from memory, certain specifics could have changed in time. It's also good option to create a custom script hook to accommodate your needs more precisely.
    Any targets in this case are bound to the boundaries of the area itself, once a player (or entity) leaves this area it's no longer bound.

    The other option is to create an entity to which you hook up a radius trigger and if another entity (player?) is within range in the map it will execute your desired code, without being bound to the specific margins of the area itself.

    There could be a new, better suitable script system hook to better serve your goals as well, you can start reading in the script system's .h files.

    If something is broken, it's best to be fixed first before going for alternatives, an issue at Github may help you to do so and start gaining reputation amongst TC's community circles. I have long given that up with Shauren's attitude (does he really forget from how long I know him? Lmao) and Jackpoz's attitude comments vs knowledge, although I do seek his comments when I need a laughter.
    blahblahblah

    i disagree,

    just pay an indian 0.10$/day to do a certain action when a player enters the specified area, less effort and price is cheap

  4. #4
    running amongst ghouls ..

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    Quote Originally Posted by titkata_bg View Post
    blahblahblah

    i disagree,

    just pay an indian 0.10$/day to do a certain action when a player enters the specified area, less effort and price is cheap
    Lmao, seems to be the popular trend with emulation, especially revolving around ac-web.

  5. #5
    Funserver Grandmaster

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    Quote Originally Posted by molinita View Post
    Hey!

    What's the proper way to work with Players inside an Area if AreaTriggerScript does not work on 3.3.5a?
    Or is it a way to make AreaTriggerScript to work?

    NPC checking inside a range for players there?
    I guess it depends what you're trying to do. I believe the only time I used areatriggers was for instance teleports or creature/boss AI which can just be done by an npc checking the range.

 

 

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