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MoveEvent [TFS 1.X] Waypoints like in Diablo

oen432

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Oen44
Waypoints
If you find waypoint tile and step on it, you will unlock access to that waypoint. If you step on a waypoint that you have already unlocked then window with list of all of your unlocked waypoints will show and you will be able to teleport to chosen waypoint.​


Installation

  1. Open data/movements/movements.xml.
  2. Add
    XML:
    <movevent event="StepIn" actionid="4236" script="waypoints.lua" />
  3. Open data/creaturescripts/creaturescripts.xml.
  4. Add
    XML:
    <event type="ModalWindow" name="WaypointsModal" script="modal_windows.lua"/>
  5. Download waypoints.rar from attachment at the bottom of this post.
  6. Copy waypoints.lua to data/movements/scripts/waypoints.lua.
  7. Copy modal_windows.lua to data/creaturescripts/scripts/modal_windows.lua.
Configuration
Every configuration is in - data/movements/scripts/waypoints.lua.
WINDOW_ID - ignore that.
BUTTON_ACCEPT - ignore that.
BUTTON_CLOSE - ignore that.

WAYPOINTS_STORAGE - base storage id, change if already in use (make sure that from WAYPOINTS_STORAGE to WAYPOINTS_STORAGE + Number of waypoints aren't used as a storage for anything else).

WAYPOINTS - list of waypoints available
name - name that will be shown on the list and when waypoint is activated
position - position of that tile on the map, this is where player will be teleported

Changelog
[1.0.0] - 2019-03-22
  • Release version
 

Attachments

  • waypoints-1_0_0.rar
    1.4 KB · Views: 267 · VirusTotal
There is a system like this one already. (Called D3 teleport or something like that) Works nearly like yours, but yours is way better condensed, code speaking. The configuration on this script is fast, and easy, and you dont need many repetitive files and different configs.

I totally recommend this one! Well done!
 
Is very nice. But how do can for if one player find waypoint tile, unlock access for all?
dont work globalstorage for this S:
 
Is very nice. But how do can for if one player find waypoint tile, unlock access for all?
dont work globalstorage for this S:
You mean when 1 player finds 1 waypoint it will be unlocked for every other player?
 
It's very possible and using globalstorage is a very good way to do it. I'll make edit for you and upload changed version.
sup mate, any news with the dungeon and task system?
 
Thanks, try to use storageglobal but when I restart the server is deleted.
Oh, right, you would have to make source changes to make it save.

sup mate, any news with the dungeon and task system?
Sorry but I have no time for that right now. There are very f*cked up things going on in my life. Yesterday my dad was taken to the hospital. He has TWO brain aneurysms, he is in a very critical condition right know.
 
Last edited:
Sorry but I have no time for it right now. There are very f*cked up things going on in my life. Yesterday my dad was taken to the hospital. He has TWO brain aneurysms, he is in very critical condition right know.

sad to hear that, hope everything goes fine.
 
Hope it goes well for your father, wish you the best of luck.
The project is looking good so far, hope to see it up in the future.
 
amazing work, +rep

could you help me to transform this movement script in a Action script?


---

edit

i get it, works on action object.. thanks! =)
 
Last edited:
Hi, im gettting this error. Can you help me please ?

data/movements/scripts/waypoints.lua:eek:nStepIn
data/movements/scripts/waypoints.lua:30: attempt to index local 'player' (a number value)
stack traceback:
[C]: in function '__index'
data/movements/scripts/waypoints.lua:30: in function <data/movements/scripts/waypoints.lua:29>
 
Hi, im gettting this error. Can you help me please ?

data/movements/scripts/waypoints.lua:eek:nStepIn
data/movements/scripts/waypoints.lua:30: attempt to index local 'player' (a number value)
stack traceback:
[C]: in function '__index'
data/movements/scripts/waypoints.lua:30: in function <data/movements/scripts/waypoints.lua:29>
You're not using TFS 1.2+
 
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