Thread Tools Display Modes
Prev Previous Post   Next Post Next
Unread 07-05-12, 05:54 AM   #1
SinusPi
A Deviate Faerie Dragon
Join Date: Nov 2008
Posts: 10
Microdungeons and mapping problems

So, we got shiny new cave maps, dubbed "micro dungeons". (For the unaware: all larger caves now have maps of their own, some are even multi-floor to make navigation easier.)
And we have a ton of new problems now.

Before, we could just
Code:
local map_id,floor = GetCurrentMapAreaID(), GetCurrentMapDungeonLevel()
local x,y = GetPlayerMapPosition(unit)
... and hopefully (if the player's not browsing their maps) we would get a perfectly universal quad of world coordinates.

Now, in caves, map_id won't change (!), but floor, x and y will. The only way to check this seems to be
Code:
local texture,w,h,isCave,caveName = GetMapInfo()
- but, of course, this doesn't help much to alleviate the havoc in Astrolabe and similar coordinate-calculating addons.

So, question: are there any functions now that return the shift-and-size values allowing one to translate in-cave coords to zone coords, or are we doomed to scouting them out manually?

Last edited by SinusPi : 07-05-12 at 06:08 AM.
SinusPi is offline  
 

Go BackWoWInterface » WoD Beta » MoP archived threads » Microdungeons and mapping problems

Thread Tools
Display Modes

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