FastTravel
Anyone know of a way to determine when a user completes a FastTravel (or recall, whatever its called) from out in the field (without running up & clicking on a wayshrine). Its for a recall cooldown timer. I got the timer to work, but can't figure out how/when/where to start it (after they've completed a travel that starts the games cooldown).
I thought I could use EVENT_END_FAST_TRAVEL_INTERACTION, but it apparently only fires if you run up to a wayshrine, click on it, & then fastTravel. The only other thing I could find was: FastTravelToNode(..) but it fires as soon as the user clicks confirm on the dialog box and i don't see any code for it so I can't tell what it does or what else it calls. |
When you use recall (or jump to player) game starts spamming event EVENT_ABILITY_COOLDOWN_UPDATED with abilityId 6811
GetAbilityName(6811) - Recall GetAbilityDescription(6811) - Fast travel to any previously disovered wayshrine. (there is really "disovered" instead of "discovered") GetAbilityCastInfo(6811) - false, 8000, 0 (not channeled, cast time 8000ms, 0ms channeling time) Or another catch - there is loading screen after each recall, so you can use EVENT_PLAYER_ACTIVATED or EVENT_PLAYER_DEACTIVATED and then check GetRecallCooldown(). |
Quote:
As always thanks for the help Garkin. |
I have another related question: Is there any way to detect the Recall ability usage start? I.e. when player clicks 'Fast Travel to smt' and player characters starts its 8-second animation waving hands before actual travel happens?
What I want is to display this 8-seconds running cooldown. But using `/zgoo events` does not show me anything useful when I start fast-travel from my map or guild roaster. |
Quote:
|
Quote:
JumpToGuildMember(name) JumpToGroupLeader() JumpToGroupMember(name) JumpToFriend(name) But you will have somehow detect if jump is possible and if jump wasn't aborted. |
All times are GMT -6. The time now is 07:56 AM. |
vBulletin © 2024, Jelsoft Enterprises Ltd
© 2014 - 2022 MMOUI