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Problem with cave teleport
Discussion on Problem with cave teleport within the SRO Private Server forum part of the Silkroad Online category.
04/11/2019, 09:01
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#1
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Problem with cave teleport
this teleport, how can i move it or remove it or making it invisible
i tried to delete all the RefNest, and it still showup and working aswell, so its not linked with RefNest, ...
i have been trying to remove it for over a year now, and i will really appreciate the help, btw its possible..
thanks in advance.
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04/11/2019, 21:06
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#2
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Join Date: May 2015
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Teleport never been related to RefNest !
Refobjcommon (database side) you could find X , y,z and region id of teleport
refteleportbuilding or smth like that ( client side )
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04/11/2019, 22:06
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#3
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Quote:
Originally Posted by $WeGs
Teleport never been related to RefNest !
Refobjcommon (database side) you could find X , y,z and region id of teleport
refteleportbuilding or smth like that ( client side )
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i have deleted all the lines from teleportbuilding.txt
and the teleport still exist and its working perfectly aswell, so teleportbuilding.txt has no affect on it
where else could be ?
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04/11/2019, 22:49
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#4
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Join Date: May 2015
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Quote:
Originally Posted by alydandy
i have deleted all the lines from teleportbuilding.txt
and the teleport still exist and its working perfectly aswell, so teleportbuilding.txt has no affect on it
where else could be ?
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Well, i've checked it, it's not related to refobjcommon , it's diff then other teleports.
you can disable the teleport its self (not the effect) from _refteleport/reftelelink
GATE_DUNGEON_DH_OUT
GATE_DUNGEON_DH_IN
The effect might be built in Map it's self, you could check that using the map editor
--edit
Import these files into your Data.pk2 and let me know the result (maybe take a backup of your Data.pk2)
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04/11/2019, 23:26
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#5
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elite*gold: 14
Join Date: Feb 2016
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Quote:
Originally Posted by $WeGs
Well, i've checked it, it's not related to refobjcommon , it's diff then other teleports.
you can disable the teleport its self (not the effect) from _refteleport/reftelelink
GATE_DUNGEON_DH_OUT
GATE_DUNGEON_DH_IN
The effect might be built in Map it's self, you could check that using the map editor
--edit
Import these files into your Data.pk2 and let me know the result (maybe take a backup of your Data.pk2)

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the teleports effect still showup, and its working perfectly aswell still....
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04/11/2019, 23:38
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#6
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as i said "The effect might be built in Map it's self, you could check that using the map editor"
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04/11/2019, 23:48
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#7
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Join Date: Sep 2016
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The teleport it self cannot be moved as i think, it can just be disabled.
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04/12/2019, 00:22
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#8
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Quote:
Originally Posted by $WeGs
Import these files into your Data.pk2 and let me know the result (maybe take a backup of your Data.pk2)

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I don't think cleaning the dungeon from spider webs is going to help disabling the teleporter effect
The effect (system\system_dungeonpotal.efp) is defined as a ModDataParticle config in:
Code:
Entrance: res\bldg\china\dunhuang\buildings\w_cd_dondunenter.bsr
Exit: res\dun\wchina\donhwang_cv\floor_1\entroom.bsr
You might want to play around with your favorite hex editor and change some 1s and 0s. I think that's enough hints for now.
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04/12/2019, 01:38
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#9
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elite*gold: 135
Join Date: May 2015
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Quote:
Originally Posted by DaxterSoul
I don't think cleaning the dungeon from spider webs is going to help disabling the teleporter effect
The effect (system\system_dungeonpotal.efp) is defined as a ModDataParticle config in:
Code:
Entrance: res\bldg\china\dunhuang\buildings\w_cd_dondunenter.bsr
Exit: res\dun\wchina\donhwang_cv\floor_1\entroom.bsr
You might want to play around with your favorite hex editor and change some 1s and 0s. I think that's enough hints for now.
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You made me a fool xD
Well, i took your advice
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04/12/2019, 14:35
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#10
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elite*gold: 14
Join Date: Feb 2016
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Quote:
Originally Posted by $WeGs
You made me a fool xD
Well, i took your advice

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its working now downhang teleport is invisible, how did u made it ? so i can do the same for
thanks in advance...
i tried to understand the .bak u made, but no success
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04/12/2019, 15:44
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#11
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elite*gold: 135
Join Date: May 2015
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Quote:
Originally Posted by alydandy
its working now downhang teleport is invisible, how did u made it ? so i can do the same for
thanks in advance...
i tried to understand the .bak u made, but no success
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i only followed DaxterSoul reply and this one
Quote:
Originally Posted by DaxterSoul
The effect (system\system_dungeonpotal.efp) is defined as a ModDataParticle config in:
Code:
Entrance: res\bldg\china\dunhuang\buildings\w_cd_dondunenter.bsr
Exit: res\dun\wchina\donhwang_cv\floor_1\entroom.bsr
You might want to play around with your favorite hex editor and change some 1s and 0s. I think that's enough hints for now.
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04/12/2019, 20:43
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#12
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elite*gold: 14
Join Date: Feb 2016
Posts: 1,607
Received Thanks: 445
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okay now i know how to make it invisible, but how can i know the name of the file ? that on this image
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04/13/2019, 03:22
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#13
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Look at these names and you'll find out!
Code:
Entrance: res\bldg\china\dunhuang\buildings\w_cd_dondunenter.bsr
Exit: res\dun\wchina\donhwang_cv\floor_1\entroom.bsr
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04/13/2019, 10:41
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#14
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elite*gold: 14
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Posts: 1,607
Received Thanks: 445
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thanks for all the answers i really appreciate it <3 and i really wish the best wishes for your projects guys
#Request Topic Close.
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