This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revision | |||
| taximan [2026/03/06 02:40] – mistahmikey | taximan [2026/03/06 02:42] (current) – mistahmikey | ||
|---|---|---|---|
| Line 106: | Line 106: | ||
| | Go To World Pos | Pops up a window that allows you to enter a known destination of a mapid and an x,y,z world position. If you know the numeric mapid, you can enter it directly, otherwise, you can search for it by typing the area name associated with it. Pressing " | | Go To World Pos | Pops up a window that allows you to enter a known destination of a mapid and an x,y,z world position. If you know the numeric mapid, you can enter it directly, otherwise, you can search for it by typing the area name associated with it. Pressing " | ||
| | | {{: | | | {{: | ||
| - | | Go To Map Pos | Pops up a window that allows you to enter a known destination of a mapid and an x,y map position. If you know the numeric mapid, you can enter it directly, otherwise, you can search for it by typing the area name associated with it. The x,y map position is converted to an x,y,z world position, where the y coordinate must be guessed upon entering the destination zone. Be aware the converted x,y,z position will likely be a bit off, particularly when there are multiple layers of meshes in the required y plane that slices through structures like caves and buildings. Pressing " | + | | Go To Map Pos | Pops up a window that allows you to enter a known destination of a mapid and an x,y map position. If you know the numeric mapid, you can enter it directly, otherwise, you can search for it by typing the area name associated with it. The x,y map position is converted to an x,y,z world position, where the y coordinate must be guessed upon entering the destination zone. Be aware the converted x,y,z position will likely be a bit off, particularly when there are multiple layers of meshes in the required y plane that slices through structures like winding |
| | | {{: | | | {{: | ||