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[TUTORIAL] Custom transports, taxis (fly/wind paths)

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Amaroth:
NP. As you can see, there are quite a lot of places where I say I have no idea wth is going on there at all :D. If anyone knows more, just let me know, for instance, knowing where NPC sets for transports are stored would be very, very helpful. Even one guy standing on a boat would be cool thing to have there.

Someone asked me about taxi systems... They are basically the same. You create TaxiNodes (btw again, if memory serves me well, nodes themselves aren't part of paths of taxis), connect them with TaxiPaths (in this case you might also want to specify prize for TaxiPath in copper), spawn TaxiPath which will, in this case, be not a circle, but straight path from point A to point B. And you are, basically, done.

Taxi pros:
+ you can make player pay for travelling
+ you can link taxis to SmartAI scripts (there is action to send player somewhere by taxi)
+ you don't have to worry so much about boat fitting and sailing around docks without colliding with them, you just need to land on floor and there you go

Taxi cons:
- player on taxi has no collisions, so hello, boat which has just passed across my face
- unlike transport, taxi always connects only 2 points, creating 1 path with 3 docks means creating 2 or 3 TaxiPaths
- players can't travel together in taxi
- more players travelling together mean more taxis... imagine those 20 boats in one, overlapping group
- a map where you select to which TaxiNode you want to be taken never worked for me on maps where no fly masters originaly are, I never found solution, possibly core/LUA issue, I found a way around, you can simply make gossip menu for every fly master where gossip menu options will send you via taxi to wished point, buuut... its not ideal


In general, I found myself still preferring taxi system over transport system, even while taxis have quite a lot of cons. However, taxi system just works better for me while I want to make players pay for travelling and while I want to be able to easily disable some paths from time to time. I also love possibility to assign taxi to SAI script. Being able to have conversation with NPC, during which you will be informed where will you be taken, how long it will take, what are hazards and so on? Sign me in, for RP servers definitely great possibilities. Taxis are also great as part of quests and Blizzard uses them in such manner very often. Its cool and in fact quite simple to make.

ladiszlai:
A tip for this :

If you not change the taxi dbcs in the local mpqs the waypoint will not work.

Amaroth:
I never encountered such a problem, having DBCs in patch-[letter].mpq in Data always worked without any flaws. And not only with transports - in general, I have never had to mod whatever in Locales in last over 3 years of modding (with one exception - preparing client for TC map/vmap/mmap extractors which are just terrible and need taking by hand to actually work for modded client). Are you definitely sure you didn't do something wrong?

Steff:
then you had luck.  dbcs should alway go to an local latch.  becaus there are many existing  in an local and will so overload a patches located direct in data.  worldmaps dbcs for example.  all interface and dbcs sbould always be in a local latch.  mod blps and maps in normal is ok.

ladiszlai:
"One blizzlike transport has SAI scripts"

Amaroth, Which Transport has got SmartAI script ?

" you can link taxis to SmartAI scripts (there is action to send player somewhere by taxi"

You mean to this ? : SMART_ACTION_ACTIVATE_TAXI

Because this is not working for GameObjects this action is for only NPCs (example a flightmaster)

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