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Public Moongates sure are funny fellers!

Posted: Tue Apr 17, 2012 12:28 am
by Beef Erikson
Hello and thanks so much for the wonderful emulator :D I've been having fun creating a place to call my own.

I recently started playing a regular playing character and went to the public moongates to get around. Upon entering one, it just seemed to cycle me through several places without bringing up a travel gump (the 5011 script trigger). So I place a new gate nearby and set it up with that trigger, all seems to be working as expected. So, I removed the existing moongate and replaced it with my new moongate and tried again. While it did bring up the gump this time (yay! progress!), it still teleported me randomly around like before. I also tried removing the moongate altogether... the tile that the moongate WAS on still reacted the same one, with me randomly zooming around to another gate location without a gump, even though no teleporter was there!

I have the all-in-one installed, as well as the community-made spawn and default worldfiles. Nothing else has been done yet.

Thanks in advance, keep up the great work~!
Beef Erikson

Re: Public Moongates sure are funny fellers!

Posted: Tue Apr 17, 2012 1:08 am
by Beef Erikson
Oh, also... to Xuri:

Any chance we could get your (excellent) UOX3 guide, as well as the javascript documentation in file format (for offline use)? I've been developing this on my laptop and don't always have internet access.

http://guide.uox3.org/
^ That one :)

https://www.uox3.org/jsdocs/index.html
^ and that! :D

Thanks in advance!

Re: Public Moongates sure are funny fellers!

Posted: Tue Apr 17, 2012 2:01 am
by Xuri
Hello, and welcome!

The problem you're experiencing with the moongate locations is due to this: Before the moongate-script was made, all the moongate teleport-locations were "hard-scripted" (and still are) in UOX3/JS/teleport.scp. Just open it in your favorite text-editor, and look for any lines containing the letter-combination "_mg_". Comment out (using //) or delete all those locations from teleport.scp, and the issue should be no more. :)

You can find a downloadable version of my guide here:
https://www.uox3.org/guide/UOX3Guide.zip

As for the JS-docs, those you should already have - look in the UOX3/DOCS/JAVASCRIPTING/ folder. :)

Again, welcome! Don't hesitate to ask if you need assistance with anything!

Re: Public Moongates sure are funny fellers!

Posted: Tue Apr 17, 2012 4:23 am
by Beef Erikson
Thanks a lot!! I will work on that now! I appreciate the quick response and all the hard work you have done.

I'm happy to be here!!!

Beef

Re: Public Moongates sure are funny fellers!

Posted: Tue Apr 17, 2012 7:34 am
by Beef Erikson
That fixed the problem wonderfully! Posting the updated file here in case someone else runs into the same problem; simply extract this zip to uox3/js/ and overwrite the old one. You will still need to remove the old moongates (simply adding the script didn't seem to fix this) by typing: 'remove

After that, simply add a new moongate:
'add 0xf6c
Then add the correct moongate script:
'setscptrig 5011

I just set those two commands to a macro, made it easy as pie!

NOTE: a few locations in Iishenar I had to lower the z coordinate as it spawned the teleporter above my head, making it so the gump wouldn't come up upon walking in it. The following command will lower the Z value 5 spaces (for example):
'incz -5

Hope this helps someone!
Beef