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Old 03-06-2006, 06:53 PM   #1 (permalink)
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Default Updated Random Teleporter - multi locations

this is based off of the random teleporter by Cutter894
But i have made extensive changes to it
(basicaly his code is 99% gone, but I still give him the credit for the origional, and for inspiring me to make this one)

This one does not use preset destenations
so each one can be used seperately

you can have up to 15 different locations - you set them all in the props for the individual teleporter
you then set the total destenations that it can have

(make sure you do not leave any "0" locations below this number or they could be sent to 0,0,0 )

so set destenation 1 then 2, 3 and so forth (like normal - your location, target or by numbers)

then set the total dest number to equal the last spot you made

and away you go or actualy away they go - to parts unknown

it only uses 1 map though - so all have to be on the same map
defaults to the current map

but each teleporter can have have its own settings independent of other random teleporters (can have 100 of them going to 1500 different locations

uses:
entrance to a maze - each party member gets sent to a random location in it (some may get lucky and still be together)

large cave/area with lots of mobs - when they enter - they all go to different parts of the cave (oops magic user is now alone next to the big bad monster)
(imagine the entrance of destard with this and they are sent to different parts of the "pit" area when they enter )

etc etc

as always enjoy

the files were updated on may 5, 2006
to fix the serial/deserial problems
Attached Files
File Type: cs RandomTeleporter.cs (10.9 KB, 55 views)
File Type: cs RandomTeleporterGroup.cs (11.4 KB, 49 views)
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Last edited by Lord_Greywolf; 05-06-2006 at 01:27 AM.
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Old 03-06-2006, 06:59 PM   #2 (permalink)
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Does it ignore one of the 15 teleport locations if it's coordinates are (0, 0, 0)? From what you said, I take it that it doesn't. It'd be nice if it did.

Good job on this
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Old 03-06-2006, 07:34 PM   #3 (permalink)
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no it doesn't - maybe next version i will

BUT need to redown load it - new one up there - i forgot the serial/des part - so will not store the locations - fixed now

the 1st post has the file updated
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Old 03-16-2006, 03:39 PM   #4 (permalink)
 
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Nice Job Dude!
This will work perfectly for messing around with players lol
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Old 03-18-2006, 02:33 AM   #5 (permalink)
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Default With party!

-RandomTeleporter with party-

I was looking for a random teleporter for my new shard and I find this one. Work great! But I need one with a party so I just change add some line and now it work.
If you want to use the random teleporter with your party

Quote:
case 15: m_PointDestF = m_PointDest15; break;
// End of edit
}
After this part chage the code to this :
Quote:
Party p = Party.Get( m );
if ( p != null )
{
if ( p.Leader == m )
for ( int i = 0; i < p.Members.Count; ++i )
{
PartyMemberInfo pmi = (PartyMemberInfo)p.Members[i];
Mobile member = pmi.Mobile;

StartTeleport( member );
}
else
m.SendMessage( "Wait for your party leader before going this way." );
}
else
StartTeleport( m );
return false;
Or use the attachment I made. I think both system can coexist. I name mine randomteleporter2, It's basicly the same except the part for the party.

How it work

When the party leader step on the RandomTeleporter2, all the party is teleported. If your are not the party leader you will got a message to wait for him. If you are not in a party you will be randomly teleported.
Attached Files
File Type: rar RandomTeleporter2.rar (2.2 KB, 14 views)
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Old 04-03-2006, 10:54 AM   #6 (permalink)
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Love both ideas and gates..

the first one could be set up to do random dungeons..say you build 5 and have the gate point to different ones and in different spots within them...

Lord_Greywolf question, you said it has to use all the same map, I am guessing you mean if I set the gate on tram all the locations will take them to the xy and z in tram..correct?


2nd would work great for events? say players have to be partied to take part there are always those who will not party up ....this could work to correct that? ...
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Old 04-03-2006, 01:03 PM   #7 (permalink)
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really neat idea. I downloaded both hehe
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Old 04-03-2006, 02:48 PM   #8 (permalink)
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yes - which ever map it is on - it will go to x,y,z locations on that map only

I also like the party teleporter also - that is great fro random dungeons so the group does stay together - thanks for adding to it and making it a seperate one - now we can all use both

Mine is more for a larger dungeon with multiple "entrance" points that get the party split up
or
So you enter a dungeon and not sure exactly where you are at each time
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Old 05-05-2006, 07:21 PM   #9 (permalink)
 
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We set this up on our shard and it seemed to work fine until it was time to restart the shard. It wanted to delete the random teleporter, threw an exception and crashed after deleting the teleporter. I tried again and it did the exactly same thing so if you need more detailed error reports I don't think reproducing the crash is a problem.

Any idea how I could fix this?
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Old 05-05-2006, 08:34 PM   #10 (permalink)
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so far i have not had that problem, so i amnot sure what is causing it, unless you are using the old version, that did not have the stuff serialized

but to want to delete them, sounds like the serializattion method

Is it with both of them or just my version?
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Old 05-05-2006, 09:32 PM   #11 (permalink)
 
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I downloaded the random teleporter 2 and now the shard does compile, but it throws this:

Code:
RunUO - [www.runuo.com] Version 1.0.0, Build 36918
Scripts: Compiling C# scripts...done (0 errors, 0 warnings)
Scripts: Compiling VB.net scripts...no files found.
Scripts: Verifying...done (3626 items, 780 mobiles)
World: Loading...failed
Error: Type 'Server.Items.RandomTeleporter' was not found. Delete all of those t
ypes? (y/n)
y
World: Loading...done (115832 items, 7615 mobiles) (42.2 seconds)
Reports: Loading...done
Xanthos.Utilities.ConfigParser attempting to load Data/JailConfig.xml...
Xanthos.Utilities.ConfigParser success!
Couldn't initialize auction system log. Reason:
System.IO.IOException: The process cannot access the file "D:\RunUO 1.0\Logs\Auc
tion\Saturday, May 06, 2006.txt" because it is being used by another process.
   at System.IO.__Error.WinIOError(Int32 errorCode, String str)
   at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access,
FileShare share, Int32 bufferSize, Boolean useAsync, String msgPath, Boolean bFr
omProxy)
   at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access,
FileShare share, Int32 bufferSize)
   at System.IO.StreamWriter.CreateFile(String path, Boolean append)
   at System.IO.StreamWriter..ctor(String path, Boolean append, Encoding encodin
g, Int32 bufferSize)
   at System.IO.StreamWriter..ctor(String path, Boolean append)
   at Arya.Auction.AuctionLog.Initialize()
Regions: Loading...done
Address: 127.0.0.1:2593
Address: xxx.xxx.xxx.xxx:2593
Address: xxx.xxx.xxx.xxx:2593
All I do is set up the random teleporter and restart the shard and this happens. What could be wrong?
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Old 05-06-2006, 12:37 AM   #12 (permalink)
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i am getting the samje now also (we had only tested them, did not have any saved until now - they are going into place next week

it is driving me nuts trying to figure out what it is - seams to me it would be in the serializing section, but do not see where there is a mistake for it

I am working on it, and will post when i figure it out
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Old 05-06-2006, 01:26 AM   #13 (permalink)
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Ok - all fixed now

it was in the section I thought it would be in, i wrote the serialazion of r the integer of the total destinations wrong

I fixed it on both of the files, and renamed randomteleporter2 to randomteleportergroup - so it is easier to tell them a part

I have made them in game, saved, restarted, etc and they keep on working now and no having to delete them out

you may or may not have to if any are in game currently when you apply the changed files (of course the "2" ones will have to be removed because they are now renamed)

I have posted the updated files on the 1st post

Thanks for pointing that out before i placed about 200 of them just to find out they all go poof
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Old 05-06-2006, 06:43 AM   #14 (permalink)
 
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Thanks for the fix. Glad I could help some.
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Old 05-12-2006, 12:54 AM   #15 (permalink)
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Nice script. I like these kinds of things...

A suggestion for a future version is to add a Chance property. I am picturing a group walking into an area full of mobs and 1 or 2 get sent off to a far corner or a jail cell of some sort and then need to be rescued.
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Old 05-12-2006, 05:52 PM   #16 (permalink)
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you can do that now using the non-group one - when they each go in it is random to which spot the go to - so can set a couple up in cells or the far end of the dungeon, what ever - so the group gets seperated (and the poor lone wanderer in there that get put into a jail cell and nobody to come rescue him out lol )
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Old 05-13-2006, 01:07 AM   #17 (permalink)
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Quote:
Originally Posted by Lord_Greywolf
(and the poor lone wanderer in there that get put into a jail cell and nobody to come rescue him out lol )
*chuckles*

I call that an opportunity for role-play
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