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Author Topic: [HELP] Player Housing  (Read 2855 times)

hinur

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[HELP] Player Housing
« on: December 15, 2015, 12:07:17 am »
Hey modders,

Wondering what i would need to do to get player housing working on my arcemu server, the idea is that you buy a house from a sign in my custom city, then if you have bought it you can teleport to that house. What I was thinking is that I would need to add a table like Playerhousing_housing into the database so that if anyone else buys the same plot it will say that you need to wait until he sells the plot first. But I have no idea on how you would do such a thing :(

Help would be much appreciated :)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Valkryst

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Re: [HELP] Player Housing
« Reply #1 on: December 15, 2015, 12:24:41 am »
Quote from: "hinur"
Hey modders,

Wondering what i would need to do to get player housing working on my arcemu server, the idea is that you buy a house from a sign in my custom city, then if you have bought it you can teleport to that house. What I was thinking is that I would need to add a table like Playerhousing_housing into the database so that if anyone else buys the same plot it will say that you need to wait until he sells the plot first. But I have no idea on how you would do such a thing :(

Help would be much appreciated :)

Welp, you're going to want to start by dropping ArcEmu and switching to TrinityCore.

Next, you could look into spawning the houses on an instanced map and working on a system that takes advantage of instances that never expire. You could also try out a more basic system by which a player would purchase a key to a door of a pre-decorated house.

There are many ways to go about setting up a system like this, you just need to think it through with someone who knows what they're doing.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Kaev

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Re: [HELP] Player Housing
« Reply #2 on: December 15, 2015, 10:20:35 am »
Quote from: "Valkryst"
Quote from: "hinur"
Hey modders,

Wondering what i would need to do to get player housing working on my arcemu server, the idea is that you buy a house from a sign in my custom city, then if you have bought it you can teleport to that house. What I was thinking is that I would need to add a table like Playerhousing_housing into the database so that if anyone else buys the same plot it will say that you need to wait until he sells the plot first. But I have no idea on how you would do such a thing :(

Help would be much appreciated :)

Welp, you're going to want to start by dropping ArcEmu and switching to TrinityCore.

Next, you could look into spawning the houses on an instanced map and working on a system that takes advantage of instances that never expire. You could also try out a more basic system by which a player would purchase a key to a door of a pre-decorated house.

There are many ways to go about setting up a system like this, you just need to think it through with someone who knows what they're doing.

He could also use phasing. :P

As Valkryst said, i would also switch to TrinityCore, but in the end it's your choice.
And before you start to develope player housing: Learn C++ - There's no way around it (except buying it from some1 else).
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Nupper

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Re: [HELP] Player Housing
« Reply #3 on: December 15, 2015, 01:37:35 pm »
Don't listen to them Ascemu is the successor of Arcemu and they are very helpful. the amount of times i have been told to go to trinitycore....why ascemu has fixed many issues that Arcemu never did...i even consider it on par with trinitycores 3.3.5a line...
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Valkryst

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Re: [HELP] Player Housing
« Reply #4 on: December 15, 2015, 06:16:16 pm »
Quote from: "Nupper"
Don't listen to them Ascemu is the successor of Arcemu and they are very helpful. the amount of times i have been told to go to trinitycore....why ascemu has fixed many issues that Arcemu never did...i even consider it on par with trinitycores 3.3.5a line...

The main reason to use TrinityCore over the others is for the amount of core-mods (see Rochet2's github.io site) and that the majority use TrinityCore, so support will be a bit easier to find if he runs into a problem.
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Eatos

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Re: [HELP] Player Housing
« Reply #5 on: December 15, 2015, 09:41:11 pm »
Quote from: "Valkryst"
Quote from: "Nupper"
Don't listen to them Ascemu is the successor of Arcemu and they are very helpful. the amount of times i have been told to go to trinitycore....why ascemu has fixed many issues that Arcemu never did...i even consider it on par with trinitycores 3.3.5a line...

The main reason to use TrinityCore over the others is for the amount of core-mods (see Rochet2's github.io site) and that the majority use TrinityCore, so support will be a bit easier to find if he runs into a problem.

This is such a lame excuse. A good programmer doesn't mind  emulator (technology )  on which is working on.
As for mods it is pretty much easy to port it to any core ;)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Kaev

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Re: [HELP] Player Housing
« Reply #6 on: December 16, 2015, 07:57:34 am »
Quote from: "Eatos"
Quote from: "Valkryst"
Quote from: "Nupper"
Don't listen to them Ascemu is the successor of Arcemu and they are very helpful. the amount of times i have been told to go to trinitycore....why ascemu has fixed many issues that Arcemu never did...i even consider it on par with trinitycores 3.3.5a line...

The main reason to use TrinityCore over the others is for the amount of core-mods (see Rochet2's github.io site) and that the majority use TrinityCore, so support will be a bit easier to find if he runs into a problem.

This is such a lame excuse. A good programmer doesn't mind  emulator (technology )  on which is working on.
As for mods it is pretty much easy to port it to any core ;)
That's not true at all. That's like you would say: A web developer shouldn't mind with which CMS he's working. He has to know Wordpress AND Joomla perfectly.

How should someone create a player housing script, when he doesn't know how all the stuff on ArcEmu works? He would have to relearn all the functions and such things that ArcEmu has, but TC hasn't and vice versa. Also some things could work completely different.
Example:
If i remember right the phasing system on ArcEmu and TC are kinda different:
ArcEmu: Every NPC has a phase id - If i'm in the same phase id, the NPC is shown.
TrinityCore: TC has phasing flags, which means with phase flag 3 i can see the NPC in phase 1 and 2.
I'm not 100% sure, because i haven't used ArcEmu for like 2 years now anymore, but this are important little differences that you really need to know, when you want to develope stuff like that.
Also TC has a kinda easy C++ script system, which is again completely different than doing something on ArcEmu.
And the biggest difference: ArcEmu is based on Antrix, TC is based on MaNGOS. Two entire different worlds.

Noone told him that he has to pick TC, but if he actually wants to get support, he should pick TC, because most of the people work with TC and/or MaNGOS.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Nupper

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Re: [HELP] Player Housing
« Reply #7 on: December 16, 2015, 12:00:58 pm »
Quote from: "Kaev"
Quote from: "Eatos"
Quote from: "Valkryst"
Quote from: "Nupper"
Don't listen to them Ascemu is the successor of Arcemu and they are very helpful. the amount of times i have been told to go to trinitycore....why ascemu has fixed many issues that Arcemu never did...i even consider it on par with trinitycores 3.3.5a line...

The main reason to use TrinityCore over the others is for the amount of core-mods (see Rochet2's github.io site) and that the majority use TrinityCore, so support will be a bit easier to find if he runs into a problem.

This is such a lame excuse. A good programmer doesn't mind  emulator (technology )  on which is working on.
As for mods it is pretty much easy to port it to any core ;)
That's not true at all. That's like you would say: A web developer shouldn't mind with which CMS he's working. He has to know Wordpress AND Joomla perfectly.

How should someone create a player housing script, when he doesn't know how all the stuff on ArcEmu works? He would have to relearn all the functions and such things that ArcEmu has, but TC hasn't and vice versa. Also some things could work completely different.
Example:
If i remember right the phasing system on ArcEmu and TC are kinda different:
ArcEmu: Every NPC has a phase id - If i'm in the same phase id, the NPC is shown.
TrinityCore: TC has phasing flags, which means with phase flag 3 i can see the NPC in phase 1 and 2.
I'm not 100% sure, because i haven't used ArcEmu for like 2 years now anymore, but this are important little differences that you really need to know, when you want to develope stuff like that.
Also TC has a kinda easy C++ script system, which is again completely different than doing something on ArcEmu.
And the biggest difference: ArcEmu is based on Antrix, TC is based on MaNGOS. Two entire different worlds.

Noone told him that he has to pick TC, but if he actually wants to get support, he should pick TC, because most of the people work with TC and/or MaNGOS.
Phase 3 in Ascemu (Arcemu) also shows phases 1 and 2
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Eatos

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Re: [HELP] Player Housing
« Reply #8 on: December 16, 2015, 02:08:54 pm »
Quote from: "Kaev"
Quote from: "Eatos"
Quote from: "Valkryst"
Quote from: "Nupper"
Don't listen to them Ascemu is the successor of Arcemu and they are very helpful. the amount of times i have been told to go to trinitycore....why ascemu has fixed many issues that Arcemu never did...i even consider it on par with trinitycores 3.3.5a line...

The main reason to use TrinityCore over the others is for the amount of core-mods (see Rochet2's github.io site) and that the majority use TrinityCore, so support will be a bit easier to find if he runs into a problem.

This is such a lame excuse. A good programmer doesn't mind  emulator (technology )  on which is working on.
As for mods it is pretty much easy to port it to any core ;)
That's not true at all. That's like you would say: A web developer shouldn't mind with which CMS he's working. He has to know Wordpress AND Joomla perfectly.

How should someone create a player housing script, when he doesn't know how all the stuff on ArcEmu works? He would have to relearn all the functions and such things that ArcEmu has, but TC hasn't and vice versa. Also some things could work completely different.
Example:
If i remember right the phasing system on ArcEmu and TC are kinda different:
ArcEmu: Every NPC has a phase id - If i'm in the same phase id, the NPC is shown.
TrinityCore: TC has phasing flags, which means with phase flag 3 i can see the NPC in phase 1 and 2.
I'm not 100% sure, because i haven't used ArcEmu for like 2 years now anymore, but this are important little differences that you really need to know, when you want to develope stuff like that.
Also TC has a kinda easy C++ script system, which is again completely different than doing something on ArcEmu.
And the biggest difference: ArcEmu is based on Antrix, TC is based on MaNGOS. Two entire different worlds.

Noone told him that he has to pick TC, but if he actually wants to get support, he should pick TC, because most of the people work with TC and/or MaNGOS.

Again for good programmer it is irrelevant on what he works on, but for script-er it  is different.
Just to be on the same page what you have described above it is concerned for scripter not programmer. For both emulators API is pretty much straight forward and quite easy to learn. Indeed it is true that most people use Trinity due "support" they gain and that is why because very little % of people who use Trinity are programmers, mostly are wanna be or scripters. So since they dont  do much on technology it self they rather choose to get free support :D

On your next statement keep in mind what is programmer and what is scripter.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

schlumpf

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Re: [HELP] Player Housing
« Reply #9 on: December 16, 2015, 03:00:42 pm »
As a programmer I can say: this discussion is useless, and I would greatly prefer to use the system I know, while just as a scripter (which is just not something different), I could of course learn the other.
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stoneharry

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Re: [HELP] Player Housing
« Reply #10 on: December 20, 2015, 02:11:13 pm »
Quote from: "schlumpf"
As a programmer I can say: this discussion is useless, and I would greatly prefer to use the system I know

Ordinarily yes, but in the case of ArcEmu (or whatever branch has been created now) it is too fundamentally flawed to use as a live server without months of heavy development and rewriting.

I used to have this attitude, look at how my Edge of Chaos project went after years of development. All gone because of a emulator that could not be repaired feasibly.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Unknown

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Re: [HELP] Player Housing
« Reply #11 on: January 21, 2016, 11:27:34 pm »
Quote from: "stoneharry"
Ordinarily yes, but in the case of ArcEmu (or whatever branch has been created now)

So we measure projects differently? It is not a branch it is a project... with that logic it's like I would describe TrinityCore as:
"Ordinarily yes, but in the case of Mangos (or whatever branch has been created now)"

Quote from: "stoneharry"
I used to have this attitude, look at how my Edge of Chaos project went after years of development. All gone because of a emulator that could not be repaired feasibly.
So your "Edge of Chaos repo" was a project but AscEmu is just a branch... okay :-).

So what are we actually talking about? I checked your changes and most of the time you "implemented features" and "hackfixes" instead of working on the "fundamentally flawed" things.
You blame arcemu and claim it as "not repairable", but the honest answer should be "All gone because I was not able to repair it in years of development". And that is completely understandable, I mean you pushed the EoC commits years ago and I'm sure you improved your skilles in the last few years.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »