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ActorExistsAt - Variables

Magi

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Need some quick help, trying to accommodate checkpoints in a profile for better death handling. Looks like people are using this function to do below:

Code:
ActorExistsAt(3795, 3810.261, 3706.156, -25.00002, 50)


I under that x,y,z coordinates and location within the function, but what is the first variable (3795) and the last (50)? I'm guessing the 50 might be a radius, but the first integer seems to be all over the place. Thought perhaps a world, level or scene ID...maybe a quest/step ID?

Any insight would be greatly appreciated.
 
The function has the following parameters:
Code:
ActorExistsAt(actorId,x,y,z,distance)
The first is the ID of the actor or SNO you want to search for and the last is the distance radius you want to check. You can check the distance dumping the variables via DB (it should appear in the log at what distance your char is from the actor).
 
excellent! Was able to get it working, just needed that actorID. Much appreciated.
 
Some tricks with this, you can use *any* X, Y, Z, distance, or ActorID available in the API.

For example:

ActorExistsAt(1235, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 50) will check if "Actor 1235" is within 50 of the players current position - useful for portals and random stuff that shows up.

ActorExistsAt(ZetaDia.Me.ActorSNO, 225, 445, 0, 30) will check if the current player is within a distance of a certain map position.

Cheers,

rrrix
 
Even better! That's typically what I'm doing for checkpoints...but all of this info might help my quest to identify the keywarden.

I assume there is a radius limit (100?). Would be cool if you could set it to like 2000 to see if the keywarden is alive or dead. Also assume it only works in explored regions...?

Thanks again guys.
 
The radius limit is the scope of what is found when you press "Dump RActors" - if it doesn't show up there, then this function won't work.

RActors do show up in short range unexplored regions... I've seen objects show up around a distance of 200-400 without me actually have "seen" them.
 
interesting, good to know. Will play around with it and see what happens. Last question I think (hope):

Can I retrieve the X/Y/Z coordinate of the specified ActorID (ZetaDia.ActorID.Position.X?)...this way if it finds the object on ActorExistsAt, I can tell the player to MoveTo the position of that object?
 
Not sure if I quite understand your question, but... "Dump RActors" won't give the coordinates of "Units" - only Gizmo's or generic DiaObjects. For units it will merely print out the distance between the player and the unit. The best bet is to just stand as near as possible on the unit and copy the player coordinates.
 
Oh I was just thinking if it saw an object (say the keywarden) 150 units away, maybe it would be give me the coordinates of that location (x,y,z) and then I'd tell my character to MoveTo the coordinates of the keywarden 150 units away. I've seen x,y,z coord for doors and things so I figure that info is available, just wasn't sure how to retrieve it
 
If you have the actorID, you can try Trinity's XML:
PHP:
<TrinityMoveToSNO snoid="999999" />
where 999999 is the actorID.
 
Excellent! This might actually work now, thank you so much for the help guys.
 
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