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Areas giving events
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darksun84
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Post: #21
RE: Areas giving events
region.region.name works only inside multi according to the revision
07-17-2013 09:05 AM
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Rattlehead
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Post: #22
RE: Areas giving events
i also noticed if i have areadefs nested, it tells me the wrong thing entering and leaving

example, area 1 is a smaller are inside area a

if i leave area 1, it tells me i have entered area 1, when i enter area 1 it tells me i have left area 1 oO

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07-17-2013 09:49 AM
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Mordaunt
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Post: #23
RE: Areas giving events
Ahh.. I only ever used region.region.name in my house system, I wasn't aware it didn't work in other places. Blush

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07-17-2013 09:52 AM
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Alaric
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Post: #24
RE: Areas giving events
(07-17-2013 09:49 AM)Rattlehead Wrote:  i also noticed if i have areadefs nested, it tells me the wrong thing entering and leaving

example, area 1 is a smaller are inside area a

if i leave area 1, it tells me i have entered area 1, when i enter area 1 it tells me i have left area 1 oO

Is the smaller area loaded before or after the bigger? Because I didn't have problem with this...

example:
Code:
[AREADEF a_world]
EVENTS=r_default,r_default_rock,r_default_water,r_default_tree,r_default_grass
NAME=Felucca
GROUP=ALLMAP
P=1323,1624,55,0
RECT=0,0,7168,4096,0

[AREADEF a_dungeon]
NAME=Wilderground
GROUP=DUNGEON
P=588,1640,0,0
RECT=584,1637,590,1642,0
EVENTS +r_dungeon_entrance


[regiontype r_dungeon_entrance]
on=@enter      
      src.sysmessage You are in <region.region.name>.
(This post was last modified: 07-17-2013 10:02 AM by Alaric.)
07-17-2013 10:01 AM
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Rattlehead
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Post: #25
RE: Areas giving events
actually i was wrong, it was showing i left the 'red' region, as it turns out my bigger region has a tag, tag.red, and for some reason its showing the name of the tag as the name of the region when i enter it, is that supposed to happen?

it only does it when i name the tag tag.red btw, i can make a tag any other name and it wont do this, but if u want to test make a big area, place a small area inside, apply a tag '.set region.tag.red 111111' while inside the big area (outside the smaller one) then walk between the 2 oO

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(This post was last modified: 07-17-2013 10:10 AM by Rattlehead.)
07-17-2013 10:03 AM
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Ben
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Post: #26
RE: Areas giving events
I can't find it in the source right now, but I have in the past stumbled on some code that uses tag.red for something special (not sure, but I think tag.blue might also be in there)
I think it might have something to do with quests...

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07-17-2013 08:40 PM
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Rattlehead
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Post: #27
RE: Areas giving events
tag.blue seemed to work ok, but i think i will stay away from tag names like that in the future just in case, kinda freaked me out lol

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07-17-2013 09:11 PM
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Ben
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Post: #28
RE: Areas giving events
Found it!

// red zone is opposite to blue - murders are considered normal here
// while people with 0 kills and good karma are considered bad here

This is what TAG.RED on a region is for... not sure if it was ever documented

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07-18-2013 02:34 AM
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RanXerox
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Post: #29
RE: Areas giving events
So you set TAG.RED=1 on an AREADEF to enable that?
(This post was last modified: 07-18-2013 03:31 AM by RanXerox.)
07-18-2013 03:30 AM
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Rattlehead
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Post: #30
RE: Areas giving events
from my experience, it really doesnt matter what u set tag.red to, altho i had it set to a guild.uid

and even tho i posted this in another post, ill post it here too

i have a big area, with smaller areas inside of it, when i send a message to allclients in the bigger area, no one in the smaller area's gets the message, even tho the smallers area's are inside of the bigger areas.

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(This post was last modified: 07-18-2013 03:35 AM by Rattlehead.)
07-18-2013 03:34 AM
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