need the ability to display transport options via LUA scripting
should pull transports, eg.
if(GetTransporterID() > 0)
GetZone()->GetTransporters(&destinations, client, GetTransporterID());
then display:
if(destinations.size())
client->ProcessTeleport(this, &destinations, GetTransporterID());
adding:
NPC is a Object, Widget, NPC, Sign
Spawn is a 'Player'
TransportID is a uint32 to match transporters table id
SendTransporters(NPC, Spawn, TransportID)
you can also override existing transport ids by setting a temporary transport ID BEFORE 'use' command is called. Set to 0 to nullify any existing transport map being displayed.
SetTemporaryTransportID(Spawn, TransportID)
you can check the Players current transport id to see what it is set to.
GetTemporaryTransportID(Spawn)
adding:
NPC is a Object, Widget, NPC, Sign
Spawn is a 'Player'
TransportID is a uint32 to match transporters table id
```SendTransporters(NPC, Spawn, TransportID)```
you can also override existing transport ids by setting a temporary transport ID BEFORE 'use' command is called. Set to 0 to nullify any existing transport map being displayed.
```SetTemporaryTransportID(Spawn, TransportID)```
you can check the Players current transport id to see what it is set to.
```GetTemporaryTransportID(Spawn)```
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need the ability to display transport options via LUA scripting
should pull transports, eg.
then display:
adding: NPC is a Object, Widget, NPC, Sign Spawn is a 'Player' TransportID is a uint32 to match transporters table id
SendTransporters(NPC, Spawn, TransportID)
you can also override existing transport ids by setting a temporary transport ID BEFORE 'use' command is called. Set to 0 to nullify any existing transport map being displayed.
SetTemporaryTransportID(Spawn, TransportID)
you can check the Players current transport id to see what it is set to.
GetTemporaryTransportID(Spawn)