possibly an ideaIt may be an bad idea but what i understood on your server idea you could also do an teleporter for a few teleport locations with restrictions on level.
case eReleaseType.RvR:
{
foreach (AbstractGameKeep keep in GameServer.KeepManager.GetKeepsOfRegion(CurrentRegionID))
{
if (keep.IsPortalKeep && keep.OriginalRealm == Realm)
{
relRegion = keep.CurrentRegion.ID;
relX = keep.X;
relY = keep.Y;
relZ = keep.Z;
}
}
//if we aren't releasing anywhere, release to the border keeps
if (relX == 0)
{
relRegion = CurrentRegion.ID;
GameServer.KeepManager.GetBorderKeepLocation(((byte)Realm * 2) / 1, out relX, out relY, out relZ, out relHeading);
}
break;
}
i'm not too familiar with anything catacomb related tbh. I wasn't sure if there is any need for this feature really apart from my own custom needs? Thats why i went for the quick n nasty level check in tableIt is a good idea. Although i don't see the need in the way you expose it, i think a general BindPointManager would be nice:
- forbid low level to bind in highlevel zones
- make bindpoint availables by quest only (thinbk obelisks, catacombs)
And i'm pretty sure there is something related to obelisk in the code.
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