Thread: [RS3] Vorago ground breaking

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  1. #1 [RS3] Vorago ground breaking 
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    Hey guys just a small, fairly simple release but thought people might find it useful:
    Quote Originally Posted by Zephyr_ View Post
    its just a few objects with a default animation spawning in place.....

    Spoiler for Code as a command:
    Code:
    case "testgb7":
        int phase = Integer.valueOf(cmd[1]);
        int[] xstart = {3090, 3026, 3090, 3026};//Phase start locations for X, 1, 2, 3, 4
        int[] ystart = {6098, 6034, 6034, 5970};//Phase start locations for Y, 1, 2, 3, 4
        WorldTasksManager.schedule(new WorldTask() {
    	  int count = 0;
    	@Override
    	public void run() {
    	    if (count == 1) {
    	    World.spawnObjectTemporary(new WorldObject(84873, 10, 1, new WorldTile(xstart[phase-1], ystart[phase-1], 0)), 5000);
    	    World.spawnObjectTemporary(new WorldObject(84871, 10, 1, new WorldTile(xstart[phase-1], ystart[phase-1]+9, 0)), 5000);
    	    World.spawnObjectTemporary(new WorldObject(84873, 10, 2, new WorldTile(xstart[phase-1], ystart[phase-1]+18, 0)), 5000); 
    	    World.spawnObjectTemporary(new WorldObject(84871, 10, 0, new WorldTile(xstart[phase-1]+9, ystart[phase-1], 0)), 5000);
    	    World.spawnObjectTemporary(new WorldObject(84869, 10, 0, new WorldTile(xstart[phase-1]+9, ystart[phase-1]+9, 0)), 5000); 
    	    World.spawnObjectTemporary(new WorldObject(84871, 10, 2, new WorldTile(xstart[phase-1]+9, ystart[phase-1]+18, 0)), 5000); 
    	    World.spawnObjectTemporary(new WorldObject(84873, 10, 0, new WorldTile(xstart[phase-1]+18, ystart[phase-1], 0)), 5000);
    	    World.spawnObjectTemporary(new WorldObject(84871, 10, 3, new WorldTile(xstart[phase-1]+18, ystart[phase-1]+9, 0)), 5000); 
    	    World.spawnObjectTemporary(new WorldObject(84873, 10, 3, new WorldTile(xstart[phase-1]+18, ystart[phase-1]+18, 0)), 5000); 
    	    } else if (count == 2) {
    		player.setNextAnimation(new Animation(20402));
    		stop();
    	    }
    	  count++;
    	}
    	  
        },0, 1);
        return true;

    Note: If you're using this with the vorago that I released, I realise that phase 2 and phase 3 areas are the wrong way round. Phase 2 area should be phase 3 and vice versa.
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  3. #2  
    Registered Member Seth's Avatar
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    How do you find the ids for these things?

    OT: nice job keep it up.
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    Quote Originally Posted by Seth View Post
    How do you find the ids for these things?

    OT: nice job keep it up.
    I knew the id for gravity field's cos you can look that up, then i just set up a looped around that. Thanks
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    You and vorago lmfao, goodjob again man
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    Quote Originally Posted by Dan_ View Post
    You and vorago lmfao, goodjob again man
    Ikr haha I get bored then I go to vorago cheers
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    Quote Originally Posted by AlexRSPS View Post
    Ikr haha I get bored then I go to vorago cheers
    Vorago is love. Vorago is life.
    Quote Originally Posted by MrClassic View Post
    Arham is the official thanker!
    List of my work [Only registered and activated users can see links. ]!
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    Quote Originally Posted by arham 4 View Post
    Vorago is love. Vorago is life.
    You know it
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    Impressive.
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    I gave this away ages ago lol. Also theres more simple way of doing it.

    Quote Originally Posted by AlexRSPS View Post
    I knew the id for gravity field's cos you can look that up, then i just set up a looped around that. Thanks
    So you just walked around spawning random objects with a random rotation on random spots? Seems fair. Also. All areas are excactly 64 tiles away from each other.
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  13. #10  
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    Quote Originally Posted by Zephyr_ View Post
    I gave this away ages ago lol. Also theres more simple way of doing it.



    So you just walked around spawning random objects with a random rotation on random spots? Seems fair. Also. All areas are excactly 64 tiles away from each other.
    Yeah I guess credits to you as I did see your comment which made me look for objects. I assumed there'd be a better way but this way isn't too bad and it does the job. To find the id's i set up a loop that spawned temporary objects for a couple of game ticks telling me the id and if it was useful I noted it down. To get the rotations and everything once i'd found the Id's I used a command which found all the ground objects in a 30x30 grid.
    Spoiler for Code to find the rotations:
    Code:
      case "findragoos":
    	  	 
    	  	for (int x1 = Integer.valueOf(cmd[1]); x1 < Integer.valueOf(cmd[1])+30; x1++) {
    	  	    for (int y1 = Integer.valueOf(cmd[2]); y1<Integer.valueOf(cmd[2])+30; y1++) {
    	  		WorldObject object3 = World.getObjectWithSlot(new WorldTile(x1, y1, 0), Region.OBJECT_SLOT_FLOOR);
    	  		if (object3 != null && (object3.getId() >= 84870 && object3.getId() <= 84874)) {
    	  		  int id1 = object3.getId();
    			  int rot = object3.getRotation();
    			  int type2 = object3.getType();
    			  int tile1 = object3.getX();
    			  int tile2 = object3.getY();
    			  player.getPackets().sendGameMessage("Id: " +id1+", rot: "+rot+", type: "+type2+", x: "+tile1+", y: "+tile2);
    	  		}
    	  	    }
    	  	}
    	
    
          return true;

    Then just simply use these locations with the objectid-1.
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