Maid wrote:rfxDarth wrote:inb4: Move() gets completely screwed if you go to a different grid and re-login
Hi Master! Yes, you have to get house id from the server and replace it in the signal after location 20min reload. This functional not in api yet, cos i kinda idk what bytes represent houses in this yuck server spam. I hand coded it for myself to randomly click on all clickable like ids and then teleport to hf and so on. But uh, for you, you have to solve it by yourself, somehow...... Or maybe later ill figure out how it works and update the package.
Well, I figure you already figured out MSG_OBJDATA and OD_MOVE. Somewhere before that you should have received RMSG_RESID with some random number and a human readable name inside. After OD_MOVE(yuck!) there should be OD_RES that should have the gob id and res id.
To enter the houses, you need to modify the last four bytes(int32), which usually -1 for most objects, but for gfx/terobjs/arch I believe they point to a specific mesh id within a 3d model. Luckily, that id is consistently 16 for all enterable structures, so you could hack around it.
Keep in mind that object and map coordinates are not consistent between sessions, and, in some cases, even within a single session. To deal with that you'd have to use any grid as an anchor as it has consistent id within mapdata2 frame, and then keep a backtrack leading back to it to navigate, especially with mineholes and structures, as those are completely disconnected from the world.
Good luck!