Originally Posted by Baertram
RequestJumpToHouse(GetHousingPrimaryHouse(), false)
true if jump inside
Can be found by inspecting the button at your collections where you can show the menu to jump in/outisde your house e.g. move the mouse above and use /zgoo mouse or merTorchbug /tbm to show the name of the control.
ZO_HousingBook_KeyboardContentsHousingInteractButtonsTravelToHouse
Then search the end of the name "TravelToHouse" in the ESOUI sources and you'll find the ShowMenu (shows the context menu) call in function HousingBook_Keyboard:RequestJumpToCurrentHouse():
Lua Code:
function HousingBook_Keyboard:RequestJumpToCurrentHouse() local collectibleData = self.navigationTree:GetSelectedData() if collectibleData then local houseId = collectibleData:GetReferenceId() if collectibleData:IsLocked() then -- Preview, behavior will always be inside RequestJumpToHouse(houseId) SCENE_MANAGER:ShowBaseScene() else ClearMenu() AddMenuItem(GetString(SI_HOUSING_BOOK_ACTION_TRAVEL_TO_HOUSE_INSIDE), function() local TRAVEL_INSIDE = false RequestJumpToHouse(houseId, TRAVEL_INSIDE) SCENE_MANAGER:ShowBaseScene() end) AddMenuItem(GetString(SI_HOUSING_BOOK_ACTION_TRAVEL_TO_HOUSE_OUTSIDE), function() local TRAVEL_OUTSIDE = true RequestJumpToHouse(houseId, TRAVEL_OUTSIDE) SCENE_MANAGER:ShowBaseScene() end) ShowMenu(self.travelToHouseButton) end end end
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I didnt even realize it untill late last night about 2hrs before servers went down for maint but "false" is putting me inside instead of outside. but at the same time if IsUnitOnline(savedPlayer) == "isOnline" suddenly started passing the check even when player was offline. seemed like game running backwards last night or is the "false" for RequestJumpToHouse(GetHousingPrimaryHouse(), false) incorrect for outside?