[C++] Walk Through Portal menu

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  1. #1
    mager1794's Avatar Member
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    [C++] Walk Through Portal

    Walk Through Portal

    I know that alot of people have been looking for a script similar to this because lets face it, always clicking your scripts to have to teleport is just getting old after a while so, here is my release C++ Walk Through Portal

    How to use
    Its really simple to use, theirs a few variables defined at the very top of the script simply edit them and then compile your script with either ArcEmu or Aspire, be sure to make sure you get the right script for it

    ArcEmu
    Code:
    /*
        Walk Through Teleporter
    This is a portal created for easy editing of everything in it.
    All you have to do is change the variables at the top of the script.
    
    Script Created by Mager1794
    */
    
    #include "StdAfx.h"
    #include "Setup.h"
    //Change these/////
    #define GAMEOBJECT_ID 69999//change the number '699999' to what ever your game objects id is
    #define REQUIRED_LEVEL 0//leave at 0 for no required level
    #define QUEST_ID 0//leave at 0 for no required quest, or change to quest id
    #define AREA_OF_PORTAL 2.0f//How far you need to be standing from the portal for it to actually port you default: 2
    //cordinates
    #define MAPID 1
    #define X -2717.848877f//change the number to your teleport coords X value
    #define Y -4971.158203f//change the number to your teleport coords Y value
    #define Z 49.0f//change the number to your teleport coords Z value
    #define O 0.592975f//change the number to your teleport coords Orientation value
    
    class WalkThroughPortalName : public GameObjectAIScript
    {
    public:
    WalkThroughPortalName(GameObject* goinstance) : GameObjectAIScript( goinstance ) {}
    static GameObjectAIScript *Create(GameObject * GO)
    {
    return new WalkThroughPortalName(GO);
    }
    
    void OnSpawn()
    {
    RegisterAIUpdateEvent(1);
    }
    
    void AIUpdate()
    {
    Player * plr = _gameobject->GetMapMgr()->GetInterface()->GetPlayerNearestCoords(_gameobject->GetPositionX(), _gameobject->GetPositionY(), _gameobject->GetPositionZ());
    if(!plr)
    return;
    if(plr->getLevel() >= REQUIRED_LEVEL|| REQUIRED_LEVEL == 0)
    {
    if(plr->HasFinishedQuest(QUEST_ID) || QUEST_ID == 0)
    {
    if(_gameobject->CalcDistance( _gameobject, plr ) <= AREA_OF_PORTAL) // You need to standing 2 meters from the actual center of the pink ring
    {
    plr->SafeTeleport(MAPID, plr->GetInstanceID(), X, Y, X, O);
    }
    }
    else
    {
        plr->BroadcastMessage("You must have completed quest with quest id %s", QUEST_ID);
    }
    }
    else
    {
        plr->BroadcastMessage("You must be level %s to teleport here", REQUIRED_LEVEL);
    }
    }
    };
    
    void SetupWalkThroughTeleport(ScriptMgr * mgr)
    {
    mgr->register_gameobject_script(GAMEOBJECT_ID, &WalkThroughPortalName::Create);
    }


    Aspire not sure if this works or not
    Code:
    /*
        Walk Through Teleporter
    This is a portal created for easy editing of everything in it.
    All you have to do is change the variables at the top of the script.
    
    Script Created by Mager1794
    */
    
    #include "StdAfx.h"
    #include "Setup.h"
    //Change these/////
    #define GAMEOBJECT_ID 69999//change the number '699999' to what ever your game objects id is
    #define REQUIRED_LEVEL 0//leave at 0 for no required level
    #define QUEST_ID 0//leave at 0 for no required quest, or change to quest id
    #define AREA_OF_PORTAL 2.0f//How far you need to be standing from the portal for it to actually port you default: 2
    //cordinates
    #define MAPID 1
    #define X -2717.848877f//change the number to your teleport coords X value
    #define Y -4971.158203f//change the number to your teleport coords Y value
    #define Z 49.0f//change the number to your teleport coords Z value
    #define O 0.592975f//change the number to your teleport coords Orientation value
    
    class WalkThroughPortalName : public GameObjectAIScript
    {
    public:
    WalkThroughPortalName(GameObjectPointer goinstance) : GameObjectAIScript( goinstance ) {}
    static GameObjectAIScript *Create(GameObjectPointer GO)
    {
    return new WalkThroughPortalName(GO);
    }
    
    void OnSpawn()
    {
    RegisterAIUpdateEvent(1);
    }
    
    void AIUpdate()
    {
    PlayerPointer plr = _gameobject->GetMapMgr()->GetInterface()->GetPlayerNearestCoords(_gameobject->GetPositionX(), _gameobject->GetPositionY(), _gameobject->GetPositionZ());
    if(!plr)
    return;
    if(plr->getLevel() >= REQUIRED_LEVEL|| REQUIRED_LEVEL == 0)
    {
    if(plr->HasFinishedQuest(QUEST_ID) || QUEST_ID == 0)
    {
    if(_gameobject->CalcDistance( _gameobject, plr ) <= AREA_OF_PORTAL) // You need to standing 2 meters from the actual center of the pink ring
    {
    plr->SafeTeleport(MAPID, plr->GetInstanceID(), X, Y, X, O);
    }
    }
    else
    {
        plr->BroadcastMessage("You must have completed quest with quest id %s", QUEST_ID);
    }
    }
    else
    {
        plr->BroadcastMessage("You must be level %s to teleport here", REQUIRED_LEVEL);
    }
    }
    };
    
    void SetupWalkThroughTeleport(ScriptMgr * mgr)
    {
    mgr->register_gameobject_script(GAMEOBJECT_ID, &WalkThroughPortalName::Create);
    }
    Last edited by mager1794; 05-21-2009 at 07:55 PM.
    Lunar Gaming - Reaching For The Stars

    [C++] Walk Through Portal
  2. #2
    y2kss66's Avatar Member
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    sweet epic release +Rep 1st post!

    edit:
    need to spread....

  3. #3
    Sounddead's Avatar Contributor
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    Epic shizit!

    I live in a shoe

  4. #4
    mager1794's Avatar Member
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    Thanks for the compliments guys XD
    Last edited by mager1794; 05-21-2009 at 06:40 AM.
    Lunar Gaming - Reaching For The Stars

  5. #5
    Claiver's Avatar Member
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    Sweet +Rep. Going to create something like this in Lua aswell.

    EDIT: Would be handy if you defined the teleport location on top :>! And the distance between Object and Player should be configurable as well, will do that in my Lua version though, just some heads up ! Keep it up Mager.

  6. #6
    DaemonOnFire's Avatar Banned
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    Very nice
    +Rep

    Is this possible to code for MaNGOS?

  7. #7
    mager1794's Avatar Member
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    lol oops sorry Claiver......i knew i forgot something, lol with all honesty this is kinda funnny
    Last edited by mager1794; 05-21-2009 at 06:41 AM.
    Lunar Gaming - Reaching For The Stars

  8. #8
    TheZaronz's Avatar Active Member
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    Can't you make it as a trap that will teleport the player when it's standing on top of it? Like a hunter trap triggers when a player stands on it, instead of calculation the distance and that.

    Well.. I don't know. And it's a really nice script!

  9. #9
    mager1794's Avatar Member
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    i would have to find where the hunter traps are scripted first and look at it, but chances are they still calculated the distance.
    Lunar Gaming - Reaching For The Stars

  10. #10
    svedin's Avatar Contributor
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    thanks for this =)

    +Rep

  11. #11
    Link_S's Avatar Member
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    Looks like a 'copy->paste->edit variables' to me.

    Ebon Hold script in ArcEmu Misc script folder.
    Code:
    /*
    
     * ArcScript Scripts for Arcemu MMORPG Server
    
     * Copyright (C) 2008-2009 Arcemu Team
    
     *
    
     * This program is free software: you can redistribute it and/or modify
    
     * it under the terms of the GNU General Public License as published by
    
     * the Free Software Foundation, either version 3 of the License, or
    
     * any later version.
    
     *
    
     * This program is distributed in the hope that it will be useful,
    
     * but WITHOUT ANY WARRANTY; without even the implied warranty of
    
     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    
     * GNU General Public License for more details.
    
     *
    
     * You should have received a copy of the GNU General Public License
    
     * along with this program.  If not, see <http://www.gnu.org/licenses/>.
    
     */
    
    
    
    #include "StdAfx.h"
    
    #include "Setup.h"
    
    
    
    /*************Teleporters Begin**************/
    
    // Notes: Please try to keep this file clean if modifications are made.
    
    // Also, please include references to header files, and locations for easy access, thanks.
    
    // Lower level of Ebon Hold Teleporter / Teleport up
    
    
    
    class SCRIPT_DECL Doodad_Nox_portal_purple_bossroom01 : public GameObjectAIScript
    
     {
    
    public:
    
    	static GameObjectAIScript *Create(GameObject * GO) { return new Doodad_Nox_portal_purple_bossroom01(GO); }
    
        Doodad_Nox_portal_purple_bossroom01 (GameObject* goinstance) : GameObjectAIScript(goinstance)
    
         {
    
    	    RegisterAIUpdateEvent(1);
    
    	 }
    
         void AIUpdate()
    
    	 {
    
             set<Player*>::iterator itr = _gameobject->GetInRangePlayerSetBegin();
    
             for(; itr != _gameobject->GetInRangePlayerSetEnd(); ++itr)
    
             {
    
    		 Player * Plr = (*itr);
    
    			if( _gameobject->CalcDistance( _gameobject, Plr ) <= 2.0f )
    
    			{
    
    			   Plr->SafeTeleport( Plr->GetMapId(), Plr->GetInstanceID(), 2422.375977f, -5619.545410f, 420.643860f, 3.730638f);
    
    			}
    
             }
    
         }
    
    };
    
    
    
    // Upper level of Ebon Hold Teleporter / Teleports down
    
    
    
    class SCRIPT_DECL Doodad_Nox_portal_purple_bossroom17 : public GameObjectAIScript
    
     {
    
    public:
    
    	static GameObjectAIScript *Create(GameObject * GO) { return new Doodad_Nox_portal_purple_bossroom17(GO); }
    
        Doodad_Nox_portal_purple_bossroom17 (GameObject* goinstance) : GameObjectAIScript(goinstance)
    
         {
    
    	    RegisterAIUpdateEvent(1);
    
    	 }
    
         void AIUpdate()
    
    	 {
    
             set<Player*>::iterator itr = _gameobject->GetInRangePlayerSetBegin();
    
             for(; itr != _gameobject->GetInRangePlayerSetEnd(); ++itr)
    
             {
    
    		 Player * Plr = (*itr);
    
    			if( _gameobject->CalcDistance( _gameobject, Plr ) <= 2.0f )
    
    			{
    
    			   Plr->SafeTeleport( Plr->GetMapId(), Plr->GetInstanceID(), 2402.206299f, -5632.441895f, 377.021484f, 3.725146f);
    
    			}
    
             }
    
         }
    
    };
    
    /*************Teleporters End**************/
    
    
    
    
    
    /*********************************************
    
    // Scourge Gryphon Taxi Start
    
    **********************************************/
    
    
    
    class ScourgeGryphonDown : public GossipScript //Acherus -> Death's Breach
    
    {
    
    public:
    
    	void GossipHello(Object * pObject, Player* Plr, bool AutoSend)
    
    	{
    
    	TaxiPath * taxipath = sTaxiMgr.GetTaxiPath(1053);
    
    	Plr->DismissActivePet();
    
    	Plr->TaxiStart(taxipath, 26308, 0);
    
    	}
    
    };
    
    
    
    class ScourgeGryphonUp : public GossipScript //Death's Breach -> Acherus
    
    {
    
    public:
    
    	void GossipHello(Object * pObject, Player* Plr, bool AutoSend)
    
    	{
    
    	TaxiPath * taxipath = sTaxiMgr.GetTaxiPath(1054);
    
    	Plr->DismissActivePet();
    
    	Plr->TaxiStart(taxipath, 26308, 0);
    
    	}
    
    };
    
    
    
    /*********************************************
    
    // Scourge Gryphon Taxi End
    
    **********************************************/
    
    
    
    void SetupEbonHold(ScriptMgr * mgr)
    
    {
    
    	mgr->register_gameobject_script(191538, &Doodad_Nox_portal_purple_bossroom01::Create);
    
    	mgr->register_gameobject_script(191539, &Doodad_Nox_portal_purple_bossroom17::Create);
    
    	GossipScript * SGDOWN = (GossipScript*) new ScourgeGryphonDown();
    
    	mgr->register_gossip_script(29488, SGDOWN);
    
    	GossipScript * SGUP = (GossipScript*) new ScourgeGryphonUp();
    
    	mgr->register_gossip_script(29501, SGUP);
    
    }
    Why do I need a signature?

  12. #12
    Ground Zero's Avatar ★ Elder ★
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    Sweet Jesus! +3

  13. #13
    mager1794's Avatar Member
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    actually Link_S its not, but that is the only way i know of on how to do this
    Last edited by mager1794; 05-21-2009 at 05:37 PM.
    Lunar Gaming - Reaching For The Stars

  14. #14
    Performer's Avatar Contributor
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    Nice one mager. +rep if i can.


  15. #15
    Exacute's Avatar Active Member
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    *love*
    Wouldnt though about this at first..
    THX /kiss
    Here ya go with two cookies
    [/COLOR]

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