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Player / Mount / NPC speed

 
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nevalon



Joined: 07 Mar 2006
Posts: 39
Location: Poland

PostPosted: Thu Mar 09, 2006 9:15 pm    Post subject: Player / Mount / NPC speed Reply with quote

What do you think about it? There are (as I know) only 4 "speeds" available for players: walk, run and walk and run on mounts. But why on earth a llama is tha same speed as an ostard or horse?? I think it could be editable. The NPCs' speed should be also editable, simply via npc.speed integer reference (maybe from 0 to 255, where 0 is non-moving (like frozen) and 255 is a Roadrunner)... It'll be really good feature.

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Firedancer



Joined: 03 Feb 2006
Posts: 104
Location: Austria

PostPosted: Fri Mar 10, 2006 1:44 pm    Post subject: Re: Player / Mount / NPC speed Reply with quote

*applouds for this idea*

movement currently is a bit ackward to configure indeed.
Also would be nice if movement could be controlled from a script other than the npc-script itself.

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MontuZ
Distro Developer


Joined: 10 Feb 2006
Posts: 293
Location: Myrtle Beach, South Carolina

PostPosted: Fri Mar 10, 2006 3:53 pm    Post subject: Reply with quote

for npcdesc.cfg

[RunSpeed (int 0-250 {default dexterity})]

RunSpeed is only useful from 0-250, the higher the number, the shorter delay between moves.



But I've tried adding that line and setting the speed to 1... and nothing?

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blah



Joined: 02 Feb 2006
Posts: 12

PostPosted: Fri Mar 10, 2006 8:00 pm    Post subject: Reply with quote

character on mount is not character on horse from npcdesc.cfg with its runspeed, but you know that.
And runspeed can be only for npcs, but the questions is, can it be by hooking packets? i think i saw anti-sh script using packets... at yahoo maby?
So maby it is possible, any ideas?

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CWO



Joined: 04 Feb 2006
Posts: 685
Location: Chicago, IL USA

PostPosted: Sat Mar 11, 2006 12:16 am    Post subject: Reply with quote

There is no way to make a character run faster. Its hardcoded into the client. The speedhack checker only checks to make sure that move packets arent being sent at an unusually fast rate which is exactly what speedhack does.

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nevalon



Joined: 07 Mar 2006
Posts: 39
Location: Poland

PostPosted: Sat Mar 11, 2006 5:45 am    Post subject: Reply with quote

OK, but it should be possible to change character movement speed from the server side. If it is not, maybe Pol-Dev-Team should change the server hard-code of char-movement a bit? It couldn't be so hard to do that...

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CWO



Joined: 04 Feb 2006
Posts: 685
Location: Chicago, IL USA

PostPosted: Sat Mar 11, 2006 7:22 am    Post subject: Reply with quote

Its hard coded into UO not POL. Player movement packets are sent from the player's client. You can not move any faster unless you edit or hack the client itself. POL WILL allow characters to go as fast as they want already, this is what speedhack exploits. You also cant move a char farther than the client asks otherwise the client will automatically disconnect or it will cause other undesirable effects.

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nevalon



Joined: 07 Mar 2006
Posts: 39
Location: Poland

PostPosted: Sat Mar 11, 2006 8:10 am    Post subject: Reply with quote

I have never played on OSI shards, but some people I asked for it answered, that diffrent mount speeds ARE available on OSI (I don't know if it is true or not)... If it is available on OSI, so it can be available everywhere.

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Tomi



Joined: 21 Feb 2006
Posts: 30

PostPosted: Sat Mar 11, 2006 7:29 pm    Post subject: Reply with quote

You can't make the speed for players faster serverside but.. you can make it slower...

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nevalon



Joined: 07 Mar 2006
Posts: 39
Location: Poland

PostPosted: Sat Mar 11, 2006 7:35 pm    Post subject: Reply with quote

hmmm you're right! And that solves the problem ;]

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