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  1. #1
    lorht's Avatar Member
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    Mangos Making objects unclickble plox help

    First of all sorry if this is not the place to post this but i didnt knew where to
    second sorry if its already posted but i couldn't find it on the forums

    Ok here it is is there anyway to make Game objects unclickble? like doors
    i wanna build my own town etc and i wanna use some doors as walls but its kinda fcked if you can click on them.. So is there anyway how to make stuf like this unclickble so its just there for the show on mangos? i am a newb so plox go slow on me

    Mangos  Making objects unclickble plox help
  2. #2
    Eleatha's Avatar Member
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    Depending on what you exactly want per gameobject, at first you should look if you are using the correct object type value in gameobject_template

    Code:
    GAMEOBJECT_TYPE_DOOR               = 0
       GAMEOBJECT_TYPE_BUTTON             = 1
       GAMEOBJECT_TYPE_QUESTGIVER         = 2
       GAMEOBJECT_TYPE_CHEST              = 3
       GAMEOBJECT_TYPE_BINDER             = 4
       GAMEOBJECT_TYPE_GENERIC            = 5
       GAMEOBJECT_TYPE_TRAP               = 6
       GAMEOBJECT_TYPE_CHAIR              = 7
       GAMEOBJECT_TYPE_SPELL_FOCUS        = 8
       GAMEOBJECT_TYPE_TEXT               = 9
       GAMEOBJECT_TYPE_GOOBER             = 10
       GAMEOBJECT_TYPE_TRANSPORT          = 11
       GAMEOBJECT_TYPE_AREADAMAGE         = 12
       GAMEOBJECT_TYPE_CAMERA             = 13
       GAMEOBJECT_TYPE_MAP_OBJECT         = 14
       GAMEOBJECT_TYPE_MO_TRANSPORT       = 15
       GAMEOBJECT_TYPE_DUEL_ARBITER       = 16
       GAMEOBJECT_TYPE_FISHINGNODE        = 17
       GAMEOBJECT_TYPE_RITUAL             = 18
       GAMEOBJECT_TYPE_MAILBOX            = 19
       GAMEOBJECT_TYPE_AUCTIONHOUSE       = 20
       GAMEOBJECT_TYPE_GUARDPOST          = 21
       GAMEOBJECT_TYPE_SPELLCASTER        = 22
       GAMEOBJECT_TYPE_MEETINGSTONE       = 23
       GAMEOBJECT_TYPE_FLAGSTAND          = 24
       GAMEOBJECT_TYPE_FISHINGHOLE        = 25
       GAMEOBJECT_TYPE_FLAGDROP           = 26
       GAMEOBJECT_TYPE_MINI_GAME          = 27
       GAMEOBJECT_TYPE_LOTTERY_KIOSK      = 28
       GAMEOBJECT_TYPE_CAPTURE_POINT      = 29
       GAMEOBJECT_TYPE_AURA_GENERATOR     = 30
       GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY = 31
       GAMEOBJECT_TYPE_BARBER_CHAIR       = 32
       GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING = 33
       GAMEOBJECT_TYPE_GUILD_BANK         = 34

    you can also play around a bit with the flags to make an object in particular in use, locked or non-targetable


    Code:
    1 = in use (can't interact with the object) 
    2 = Makes chests/doors locked (requiring a key, spell, event to open) 
    4 = Untargetable 
    8 = Transport (Object can transport (elevator, boat, car)) 
    32 = No despawn (never despawn, typically for doors, they just change state) 
    64 = Triggered (typically, summoned objects. Triggered by spell or other events)
    source: Gameobject template - UDB
    Last edited by Eleatha; 06-11-2009 at 12:51 AM.
    Project Phoenix 1.12.1

  3. #3
    lorht's Avatar Member
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    Originally Posted by Eleatha View Post
    Depending on what you exactly want per gameobject, at first you should look if you are using the correct object type value in gameobject_template

    Code:
    GAMEOBJECT_TYPE_DOOR               = 0
       GAMEOBJECT_TYPE_BUTTON             = 1
       GAMEOBJECT_TYPE_QUESTGIVER         = 2
       GAMEOBJECT_TYPE_CHEST              = 3
       GAMEOBJECT_TYPE_BINDER             = 4
       GAMEOBJECT_TYPE_GENERIC            = 5
       GAMEOBJECT_TYPE_TRAP               = 6
       GAMEOBJECT_TYPE_CHAIR              = 7
       GAMEOBJECT_TYPE_SPELL_FOCUS        = 8
       GAMEOBJECT_TYPE_TEXT               = 9
       GAMEOBJECT_TYPE_GOOBER             = 10
       GAMEOBJECT_TYPE_TRANSPORT          = 11
       GAMEOBJECT_TYPE_AREADAMAGE         = 12
       GAMEOBJECT_TYPE_CAMERA             = 13
       GAMEOBJECT_TYPE_MAP_OBJECT         = 14
       GAMEOBJECT_TYPE_MO_TRANSPORT       = 15
       GAMEOBJECT_TYPE_DUEL_ARBITER       = 16
       GAMEOBJECT_TYPE_FISHINGNODE        = 17
       GAMEOBJECT_TYPE_RITUAL             = 18
       GAMEOBJECT_TYPE_MAILBOX            = 19
       GAMEOBJECT_TYPE_AUCTIONHOUSE       = 20
       GAMEOBJECT_TYPE_GUARDPOST          = 21
       GAMEOBJECT_TYPE_SPELLCASTER        = 22
       GAMEOBJECT_TYPE_MEETINGSTONE       = 23
       GAMEOBJECT_TYPE_FLAGSTAND          = 24
       GAMEOBJECT_TYPE_FISHINGHOLE        = 25
       GAMEOBJECT_TYPE_FLAGDROP           = 26
       GAMEOBJECT_TYPE_MINI_GAME          = 27
       GAMEOBJECT_TYPE_LOTTERY_KIOSK      = 28
       GAMEOBJECT_TYPE_CAPTURE_POINT      = 29
       GAMEOBJECT_TYPE_AURA_GENERATOR     = 30
       GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY = 31
       GAMEOBJECT_TYPE_BARBER_CHAIR       = 32
       GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING = 33
       GAMEOBJECT_TYPE_GUILD_BANK         = 34

    you can also play around a bit with the flags to make an object in particular in use, locked or non-targetable


    Code:
    1 = in use (can't interact with the object) 
    2 = Makes chests/doors locked (requiring a key, spell, event to open) 
    4 = Untargetable 
    8 = Transport (Object can transport (elevator, boat, car)) 
    32 = No despawn (never despawn, typically for doors, they just change state) 
    64 = Triggered (typically, summoned objects. Triggered by spell or other events)
    source: Gameobject template - UDB
    so how do you do that ingame with mangos? .gobject add id 4 ? i dont realy understand xD

  4. #4
    Dynashock's Avatar Contributor

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    You can't do that in-game. You have to change it in the database using a database editor (or whatever takes your fancy).

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