Trying a few things, will provide updates here. Just open the spoiler to reveal a list
of updates (also collapsed in spoiler tags).
Color code: red = not working, green = working, blue = untested
Update #12 - 2013-01-26
Still working on this. Finished the “quest levels in dialogs” patch. Updated my local repo and am working on building mmaps. Will revisit this after I get mmaps working to see if they make any difference.
Update #11 - 2013-01-19
Still working on this. Got sidetracked working on other things, among them a patch to show quest levels in dialogs… (coming soon).
Update #10 - 2013-01-11
Haven’t had a chance to even touch this lately. Haven’t forgot about it though.
Update #9 - 2013-01-04
Still working on the issues from #8 (though not in the past couple days).
Update #8 - 2012-12-31
[ul]
[li]Follow owner onto transport[/li]
[li]Follow owner off transport[/li]
Pet stuck at walk speed until reach target after exiting transport
If transport moves in this time, it “sweeps” the pet away too
[/ul]
[li]Move around on transport with owner[/li][li]Pet stays on transport when transport moves[/li][li]Pet stays on transport at transport departure[/li][li]Pet not placed on transport after loading screen for destination zone[/li][li]“Call Pet” - pet properly placed on transport[/li][ul]
Only if transport is not in motion
[/ul]
[li]“Revive Pet” - pet properly placed on transport[/li][ul]
Only if transport is not in motion
[/ul]
[li]Combat[/li]
Update #7 - 2012-12-30
It looks like setting the pet’s movementInfo to Transport->CalculatePassengerOffset() will do the trick.
I took a bunch of location readings in Transport->AddPetPassenger() and the result of CalculatePassengerOffset()
was very close to the values contained in the player’s movementInfo struct.
Will test and post results after some sleep.
Update #6 - 2012-12-30
Got a PM that the new transport code won’t be ready for a while…
It seems that there are several calls to IsWithinDistInMap() that cause the pet to despawn
because the coordinates are way off when either the pet or owner are on a transport.
For example:
Pet is on the dock - GetPositionX() = 6453.3452
Owner is on boat - GetPositionX() = -4.231
… naturally this causes the pet to not be within visibility of owner and it despawns
Update #5 - 2012-12-27
Same issues as Update #3. Also, will slow down on working on this until the new
transport code is released.
Update #4 - 2012-12-26
No new updates. Taking a break, expect to resume later today or tomorrow.
Update #3 - 2012-12-26
Minor tweaks, break a few things /emoticons/default_smile.png
[ul]
[li]Follow owner onto transport[/li]
[li]Follow owner off transport[/li]
Pet stuck at walk speed for about 30 seconds after exiting transport
[/ul]
[li]Move around on transport with owner[/li][li]Pet stays on transport when transport moves[/li][ul]
Pet stays on transport at transport departure
[li]Pet not placed on transport after loading screen for destination zone[/li](it sort of flies through the air until it catches up)
[/ul]
[li]“Call Pet” - pet properly placed on transport[/li][li]“Revive Pet” - pet properly placed on transport[/li][li]Combat[/li]
Update #2 - 2012-12-25
Minor tweaks, fix a few problems
[ul]
[li]Follow owner onto transport[/li]
[li]Follow owner off transport[/li][li]Move around on transport with owner[/li][li]Pet stays on transport when transport moves[/li][li]“Call Pet” - pet properly placed on transport[/li][li]“Revive Pet” - pet properly placed on transport[/li]
It was just playing dead, I swear /emoticons/default_wink.png
[/ul]
[li]Combat[/li]
Update #1 - 2012-12-25
Initial code testing
[ul]
[li]Follow owner onto transport[/li]
[li]Follow owner off transport[/li][li]Move around on transport with owner[/li][li]Pet stays on transport when transport moves[/li][li]“Call Pet” - pet properly placed on transport[/li]
[li]“Revive Pet” - pet properly placed on transport[/li]
[li]Combat[/li][/ul]