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warp party in instance


xSoul

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Hello everyone! I apologize if this is not the correct section! but I thought that here it would be better to put my subject. I have a problem with a warper of a script... it happens that I have a script that reaches a point warp a party, so far all right, the problem is that I can not do so that the script only warp the members of the party that are on the map and not in another.

Example:

group A and group B belong to the same party. Group A is in X map and group B in prontera, when the warp point arrives group B jumps towards group A. That's what I want to avoid! > - < if group B is not on the group A map that does not warpee where they... I hope you understand...

Here I leave the reference!

    getpartymember getcharid(1),0;
    set .@memberCount, $@partymembercount;
    copyarray .@members[0], $@partymemberaid[0], .@memberCount;
    for(set .@i,0; .@i<.@memberCount; set .@i,.@i+1)
    {
        if(attachrid(.@members[.@i]) == 1)
        {
            warp .@map$, 24, 119;
        }
    }

 

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1 hour ago, xSoul said:

Hello everyone! I apologize if this is not the correct section! but I thought that here it would be better to put my subject. I have a problem with a warper of a script... it happens that I have a script that reaches a point warp a party, so far all right, the problem is that I can not do so that the script only warp the members of the party that are on the map and not in another.

 

You were correct that it was not the correct section; This belongs in Scripting Support and not Source Support, topic has been moved as of this reply, but for future knowledge things found in /npc/ folder are script and /src/ is source; Happy posting~

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The way you explained it is very confusing. please do elaborate it :))

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Lo siento! 

10 hours ago, TheDerpySupport said:

You were correct that it was not the correct section; This belongs in Scripting Support and not Source Support, topic has been moved as of this reply, but for future knowledge things found in /npc/ folder are script and /src/ is source; Happy posting~

Thank you very much for moving the post! I will try not to happen next time!

 

9 hours ago, crazyarashi said:

The way you explained it is very confusing. please do elaborate it :))

 

Of course, what happens is that in one instance there is an automatic warp to another part of a map, but the whole party is warped, when I think that the most viable thing is that the members that are inside the warpeo map are warped, since if there is someone in prontera, it is recalled to where the whole party is.

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warpparty command?

*warpparty "<to_mapname>",<x>,<y>,<party_id>,{"<from_mapname>",<range x>,<range y>};

Warps a party to specified map and coordinate given the party ID, which you can get with
getcharid(1). You can also request another party id given a member's name with getcharid(1,<player_name>).

You can use the following "map names" for special warping behavior:
Random:       All party members are randomly warped in their current map (as if they
              all used a fly wing)
SavePointAll: All party members are warped to their respective save point.
SavePoint:    All party members are warped to the save point of the currently
              attached player (will fail if there's no player attached).
Leader:       All party members are warped to the leader's position. The leader must
              be online and in the current map-server for this to work.

If you specify a from_mapname, 'warpparty' will only affect those on that map.

The <range x> and <range y> optional values allow for a randomization with the
player's warp point. The values will randomly add or subtract from the given <x>
and <y> coordinates.

 

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48 minutes ago, Capuche said:

warpparty command?

 

Hi, Capuche! I was trying but it did not turn out, the warpparty blocks the warp of the players off the map even though they are in the same party with people inside the map?

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1 hour ago, Capuche said:

warpparty command?

    getpartymember getcharid(1),0;
    set .@memberCount, $@partymembercount;
    copyarray .@members[0], $@partymemberaid[0], .@memberCount;
    for(set .@i,0; .@i<.@memberCount; set .@i,.@i+1)
    {
        if(attachrid(.@members[.@i]) == 1)
        {
            warp .@map$, 24, 119;
        }
    }

 

in the script this is what is responsible for making the party recall, but reassure the members of the party that they are out as well... try to map map to the map but ignore the mapflags and recalle them anyway...

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If you specify a from_mapname, 'warpparty' will only affect those on that map.

please read

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