ScriptUO
Official ScriptUO EasyUO Scripts => Scripting Chat => Topic started by: solitude on June 11, 2008, 01:10:24 PM
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So how feasable would it be to make an IDOC finder, with rails/recalls for the entire UO map? Tram/Felluca. I am getting bored in uo, so I think I might do this, but the question I really have is, will EasyUO be able to handle a script that big? I mean honestly the IDOC recording process is easy, but I'm just trying to imagine the HUGE amount of code it would be to literally walk every single possible place in UO.
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Actually, there was a script like that on uocoders if I remember correctly. I'll have to think about it for a bit, but I believe there was one in the VIP section that used my rail engine/recoder to create the rails, then used my scanner to log places as it found them.
So I know it's very feasible and my rail writer makes it pretty simple to do. Really, if you don't have to worry about the railing, and idoc hunting too much, then you should be able to manage the code pretty simply.. But yes, I like that idea.
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So be it then. If they had one already, then I guess there isn't really a limit on how big a script can be, so I'll start working on it this weekend. Now that I think about it. The rails are the only thing needed. Your IDOC scanner can run seperate from the rail process. So really all thats involved is running the entire map..
Just a thought though. The rails would be shard specific and ruined if a house/object were placed in the way. So everytime something falls and is replaced with something different it could completely screw that portion.
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That's definitely being shard specific. You might think about doing some generic rails for people to get to locations, but then allow for users to add custom rails to get at specific areas. With my rail engine, you can pass from one rail to another and have any number of rails in memory. Also, you can stop and restart a rail or transfer from one rail to another.
One thing that you have to keep in mind when you are initially recording the rails is that you must walk the initial rail, otherwise you might not sample the location correctly and things might not be very happy. This sucks for the initial rail development, but makes for flawless rail execution after the fact.
You might look at my idoc scanner and perhaps snip out what you need; really the idoc hunting portion is the easy code since you are looking for a known list of sign types and specific IDOC text.
I'll be sure to post the PDF guide to my rail engine later tonight. I have a baseball game to goto this evening, so I'll be away for a bit.
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I'm not sure I can walk the entire UO map the same way twice, lol.
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I'm not sure I can walk the entire UO map the same way twice, lol.
Lol, well if you record the rail correctly the first time, then you'll only ever have to walk it once. ;)
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Sol, did you ever get around to whipping this up? I'm curious!!
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I made an attempt at doing malas back when UOC was up and running but I only got about 1/8 of it done and got too lazy to walk the entire map and rail. But the part that I did get completed worked great and I loved it.
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I made an attempt at doing malas back when UOC was up and running but I only got about 1/8 of it done and got too lazy to walk the entire map and rail. But the part that I did get completed worked great and I loved it.
Yeh, that's funny. I get so distracted when I'm walking a rail and before I know it I'm browsing player venders, killing mongbats and generally screwing around. heh.
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Well instead of writing a rail just draw a huge circle/ellipse with a radius decay maybe so as you complete the circle you move in a bit. And remember not everywhere in uo there is housing. So i guess if you made recall points at the center of the circle you made could be implemented on every shard. So are the housing areas somewhat of a circle/ellipse? orientation doesn't matter. But this would involve more than 3rd grade math you get (x+y)^2*.5 lol or multivar then you get phis and thetas. (which i find just lovely)
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Well the issue with doing something like that is with a rail you have to be able to "walk" to it. If you get caught on a corner of a house walking that "eclipse" then you are just stuck and will not get any further. So specific rails for each shard would almost be a necesity.
Though I suppose if you had some sort of protection in your script that if your char pos hasn't changed in X time then it would move in such and such a way.....maybe a fix? Dunno. I doubt it would work though as what were to happen if you walked into a house? Hit a teleporter? Then your stuck upstairs in someones house lol.
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yup, that would be one large rail. shards and time sensitive. maybe there could be a way of detecting house size and walk around it? sounds like a team script idea, exept everyone scripts differantly..
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Well see the whole idea of writing a set of equations is so that you don't have to walk it and record certain points. this gives you and infinite amount of points correct well not infinity just (2piR / you step size). And UOAM has housing locations on it so if you can get housing data position, length and width you wouldn't have to worry about walking into a house or getting stuck. So, with the housing info from UOAM then you can just write 2 equations that offset and set back and that sub wouldn't take anytime to process. So you remembers those best fit equations from mutli variable calculus. what you think?
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WOOT HAD A BRAIN BLAST!(hurt myself)
since uoam uses markers could be make it so it uses markers from uoam then we can just simple draw our route graphically(if only there was to store housing data)!!!
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I explored doing it with UOAM but I like you couldn't figure out a way to get the housing data out of UOAM and make use of it :(
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Probably embedded in UOAM someone needs to decompile and find the database!! I am an ME NOT EE lol
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That and I worry that it won't be much longer before UOAM quits working all together as it is obviously not supported anymore :(
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Just have to talk the Razor guys into expanding their UO positioning system.
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be so nice if we can steal all sever side positioning info. I know UOC use to have a feature gave u a list of all idocs :)
make our rail writing and scripts godly
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Yeah if we could get Razor to do that it would be very freaking nice!
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I explored doing it with UOAM but I like you couldn't figure out a way to get the housing data out of UOAM and make use of it :(
Hmm, if you enable "logging of houses" in UOAM you should be able to get the housing data from there right?
There you have information as:
+keep: 2297 1117 1
+keep: 2295 1147 1
+house16x18: 2273 1121 1
Or was it some other kind of data you where searching for?
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Is this topic dead or are you guys still exploring it?
I've been contemplating doing this for a while now although slightly differently.
Actually back to the UOAM subject, I was over on Easyuo yesterday and found an SOS script that would actually plot all your SOS map locations in a UOAM map file... I didn't try it out or bother looking at the backend (output) but if you can write to a UOAM file surely you can pull locations from one... ?
Anyway a while back I heard of a person or group who marked a rune to every house there was and wrote a script to recall and check them. I like this idea because you could potentially have 100 percent coverage although it would be shard AND facet specific... and you couldn't just run the script on another shard, you would need a set of runes. It would sure make the script easy tho... recall to book one rune one, scan for houses, if you find one, mark a blank, drop it in your book, go back and so on...
I'm on Atl btw and interested in the development and support of this
-K
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It's dead as long as nobody comes along and kicks it. :)
I T ' S A L I V E ! ! !
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This is also a topic im pretty interested in .... One of these days im going to definatly do it.. its a question of time....
I think you should be able to make a generic rail that would cover at least 50% of all shard housing
The challenge is then getting the other 50% of the houses covered. A standard Rail mechanism wouldnt cover that and you would need something that goes form x,y to x1,y1 (where the 2 locations are move than 1+ screen width apart) but not via any pre-set paths. Or maybe just a way of defining a housing area and then the script goes thorught that area attempting to get every part of the area covered by on the fly pathing. Might mean alot of walking back and forth but if the maths was right should cover ever spot.
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I haven't been playing UO recently but have had a bit of an urge to come back to the good ole game....maybe I might take this on again but work prohibits me from actually working idocs anymore :(
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I'm on Atl btw and interested in the development and support of this
-K
I got characters still on atlantic that can mark and do things, perhaps I could help, time permitting, with some leg work.
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Wow, can't believe I missed this topic ! ehhe..
Elite and beta testers only. If you're interested in being a Beta tester, please PM me.
Railed UO World with Idoc scanning AND MORE !! (http://www.scriptuo.com/index.php?topic=1593.0)