Coh3n
2011-07-21 10:16:41
I've been meaning to do this for a long time, but I've just had too many other things to do. So, I was hoping you guys could pool together and do a few of MSI's locations. Basically we just need a TBox for Tiles and a TBox for SPS coords. I would rather not use a TileToSPS conversion method as it isn't 100% accurate. The TLocation record has had a complete over-haul that will allow us to be much more specific when it comes to camera and compass angles. This means that the new trees will be working 100% when this update is made.
The new TLocation type:
The boxes should be INSIDE the bank. They're going to be used for relocating and checking the player's location after walking. For example, the box for Draynor Bank can look something like this:

The bank booth should be visible from ANYWHERE inside the box. If it's a non-bank location, at least one of the objects should be visible from ANYWHERE inside the box. If it's a non-bank location that's in a building, the box should be inside the building. Pretty straight forward, no? Also, if there are trees, for example, that are pretty spread out, create a new TSubLoc for each tree! :)
So, any help in this area will be greatly appreciated! Take a look at Locations.simba for examples of the formatting. You'll also notice that some attributes are set automatically at the end of MSI_LoadLocation, so be aware of that. Also, don't worry about the "camera" attribute right now.
E: Thanks to Yago, most locations are done! These are the locations that need to be updated:
The MSI Team
The new TLocation type:
(*
TLocation
~~~~~~~~~
A record that stores all the properties of the different MSI player locations.
Used in several areas throughout the include such as reloacting, player setup,
and confirming player locations.
*)
type
TSubLoc = record
name: string;
tileBox, spsBox: TBox;
compass: variant;
camera: boolean;
objects: TIntegerArray;
end;
TSubLocArray = array of TSubLoc;
TLocation = record
name: string;
constant: integer;
atBank: boolean;
subLocs: TSubLocArray;
deathPath: TPath;
end;
TLocationArray = array of TLocation;The boxes should be INSIDE the bank. They're going to be used for relocating and checking the player's location after walking. For example, the box for Draynor Bank can look something like this:

The bank booth should be visible from ANYWHERE inside the box. If it's a non-bank location, at least one of the objects should be visible from ANYWHERE inside the box. If it's a non-bank location that's in a building, the box should be inside the building. Pretty straight forward, no? Also, if there are trees, for example, that are pretty spread out, create a new TSubLoc for each tree! :)
So, any help in this area will be greatly appreciated! Take a look at Locations.simba for examples of the formatting. You'll also notice that some attributes are set automatically at the end of MSI_LoadLocation, so be aware of that. Also, don't worry about the "camera" attribute right now.
E: Thanks to Yago, most locations are done! These are the locations that need to be updated:
Locations that need more subLocs:
E2: Every location now needs to be tested. Here are the ones left:
LOC_FW_MINE
Thanks in advance,The MSI Team
