Thread Tools Display Modes
01/17/15, 10:22 PM   #1
circonian
AddOn Author - Click to view addons
Join Date: May 2014
Posts: 613
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.
  Reply With Quote
01/18/15, 12:02 AM   #2
Garkin
 
Garkin's Avatar
AddOn Author - Click to view addons
Join Date: Mar 2014
Posts: 832
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().
  Reply With Quote
01/18/15, 12:45 AM   #3
circonian
AddOn Author - Click to view addons
Join Date: May 2014
Posts: 613
Originally Posted by Garkin View Post
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().
Ah EVENT_PLAYER_ACTIVATED, I should have thought of that one. Rofl, sad thing is thats how I tested the recall cooldown window, timer, & cost when I was writing it...what was I thinking

As always thanks for the help Garkin.

Last edited by circonian : 01/18/15 at 12:53 AM.
  Reply With Quote
01/20/15, 04:21 PM   #4
SpellBuilder
 
SpellBuilder's Avatar
AddOn Author - Click to view addons
Join Date: Nov 2014
Posts: 10
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.
  Reply With Quote
01/20/15, 07:21 PM   #5
Garkin
 
Garkin's Avatar
AddOn Author - Click to view addons
Join Date: Mar 2014
Posts: 832
Originally Posted by SpellBuilder View Post
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.
There is no actual event, so you will probably need to hook functions:

JumpToGuildMember(name)
JumpToGroupLeader()
JumpToGroupMember(name)
JumpToFriend(name)

But you will have somehow detect if jump is possible and if jump wasn't aborted.
  Reply With Quote
01/20/15, 04:36 PM   #6
Sasky
AddOn Author - Click to view addons
Join Date: Apr 2014
Posts: 231
Originally Posted by Garkin View Post
When you use recall (or jump to player) game starts spamming event EVENT_ABILITY_COOLDOWN_UPDATED with abilityId 6811
That's at start so should be able to use that. Sounds like it's called a lot so would definitely want to buffer the event handling.

Last edited by Sasky : 01/20/15 at 06:41 PM.
  Reply With Quote

ESOUI » Developer Discussions » General Authoring Discussion » FastTravel


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off