PenUltima Online Forum Index Official Core: 096.7
Official Core: 097 2008-02-26
Donate towards the POL web hosting bill!
 POL Home   FAQ   Search    Memberlist   Usergroups    Register    Profile   Log in to check your private messages   Log in
Boat movement validation

 
Post new topic   Reply to topic    PenUltima Online Forum Index -> General Help 096
Display posts from previous:   

Author Message
Lagoon



Joined: 05 Mar 2006
Posts: 118
Location: Italy

PostPosted: Fri Aug 04, 2006 9:47 am    Post subject: Boat movement validation Reply with quote

I'd like to have an explanation about the movement validation of boats. Reading core script I couldn't find any code block dealing with movement validation, so I think it's managed by the core when one of the boat movements library functions is called. I know the core checks for obstacles in static and dynamic items according to the coordinates of the boat (I think it checks for each item belonging to the boat, or maybe it creates a sort of bounding box which has all the boat items inside and checks its coordinates againt the static and dynamic items), correct me if I'm wrong. I couldn't fin any info regarding how movement validation is done (if any is done) in relation with the map. Does it checks for water tiles in an hardcoded map tile IDs list? If there any config file defining sailable map tiles? What happens when a script tries to move a boat in shallow water? Does it check for map tiles and, finding the brown map tiles of the bottom of sea, it checks it against a map tiles list? Or does it check for static water tiles? Any info is welcome ^_^

Author Message
Pierce



Joined: 02 Feb 2006
Posts: 259

PostPosted: Fri Aug 04, 2006 2:42 pm    Post subject: Reply with quote

This is a really interesting question. I am interested on the answer too.

My experience so far ist, that the boat movement is stopped by e.g. landtiles like 0066 around a land mass that is lower in z level than the sea level. If i build a static pier i always have to edit the map under the static pier with these tiles. Otherwise the ships will sail through it. Items or Multis on "sea" won't stop boat movement unless you script a "radar" in your boat script, which consumes a lot of performance.

Author Message
Lagoon



Joined: 05 Mar 2006
Posts: 118
Location: Italy

PostPosted: Tue Aug 08, 2006 8:11 pm    Post subject: Reply with quote

Any hint by the devs about how this works? Rolling Eyes

Author Message
sherkas



Joined: 07 Aug 2006
Posts: 5

PostPosted: Sat Aug 12, 2006 12:08 am    Post subject: Reply with quote

The core only checks for land edges statics. Anything else is deemed fair game for hte boat to pass through.


A update to the core to add items as blockable (same with multis) should be coded, its very easy to do.

Author Message
OldnGrey



Joined: 04 Feb 2006
Posts: 522

PostPosted: Sat Aug 12, 2006 12:13 am    Post subject: Reply with quote

Ah, that explains why a boat will sail into a wharf built in statics.
Putting grass underneath on the server map only seems fair enough.

Post new topic   Reply to topic    PenUltima Online Forum Index -> General Help 096 All times are GMT - 4 Hours
Page 1 of 1

 




Powered by phpBB © 2001, 2005 phpBB Group :: Theme & Graphics by GHS & Scott E. Royalty