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Jester
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Post subject: What am I doing wrong with the resources? Posted: Mon Jul 07, 2008 2:36 pm |
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Joined: Mon Jul 07, 2008 2:33 pm Posts: 15
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Im trying to up the resources so they wont ever run out in ever single spot. I changed it in the ore.cfg file and all, changed unitsperarea to like 2000000 and respawn to 1, and capacity to 99999999999 yet they run out after like 3 loops. What I do wrong?
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CWO
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Post subject: Posted: Mon Jul 07, 2008 9:43 pm |
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Joined: Sat Feb 04, 2006 5:49 pm Posts: 750 Location: Chicago, IL USA
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In this type of situation you should try to see if you could take out the HarvestResource() function from your script and try to improvise without it. If you can get rid of that function, you won't have much of a need to keep up with resources.cfg because it won't actually take any resources away.
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Jester
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Post subject: Posted: Tue Jul 08, 2008 11:03 am |
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Joined: Mon Jul 07, 2008 2:33 pm Posts: 15
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CWO wrote: In this type of situation you should try to see if you could take out the HarvestResource() function from your script and try to improvise without it. If you can get rid of that function, you won't have much of a need to keep up with resources.cfg because it won't actually take any resources away.
The problem is I do not want the whole world to be affected, only certain parts.
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OldnGrey
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Post subject: Posted: Tue Jul 08, 2008 4:42 pm |
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Joined: Sat Feb 04, 2006 6:26 pm Posts: 548
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Just make up some functions to localise parts of the world.
if ( character.x > 1000 and character.x < 1020 and character.y > 200 and character.y < 220 and charater.realm == _DEFAULT_REALM )
// code here to harvest lots of resources
return 1;
endif
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Jester
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Post subject: Posted: Wed Jul 09, 2008 1:22 pm |
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Joined: Mon Jul 07, 2008 2:33 pm Posts: 15
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OldnGrey wrote: Just make up some functions to localise parts of the world.
if ( character.x > 1000 and character.x <1020> 200 and character.y < 220 and charater.realm == _DEFAULT_REALM ) // code here to harvest lots of resources return 1; endif
Yeah, why cant I just change it in the resource files? 
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Jester
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Post subject: Posted: Thu Jul 10, 2008 3:02 am |
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Joined: Mon Jul 07, 2008 2:33 pm Posts: 15
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Yeah I solved it kinda like you guys said with a "IsInArea" script  Although I was more frustrated that it wouldn't work with changing the resource info. I dislike stuff not working 
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Pierce
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Post subject: Posted: Thu Jul 10, 2008 4:12 am |
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Joined: Thu Feb 02, 2006 8:33 am Posts: 276
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What does your ore.cfg exactly look like and of course the
part of the mining script that is responsible for harvesting?
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CWO
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Post subject: Posted: Wed Jul 23, 2008 11:50 pm |
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Joined: Sat Feb 04, 2006 5:49 pm Posts: 750 Location: Chicago, IL USA
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Just a thought, is this area with near infinite resources appended to the end of the ore.cfg file or inserted at the beginning? POL reads the config files from top to bottom and anything that comes later overrides anything that comes before. So you want your near infinite area at the bottom so it overrides and covers anything that would already be in that area.
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Jester
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Post subject: Posted: Thu Jul 24, 2008 3:52 am |
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Joined: Mon Jul 07, 2008 2:33 pm Posts: 15
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CWO wrote: Just a thought, is this area with near infinite resources appended to the end of the ore.cfg file or inserted at the beginning? POL reads the config files from top to bottom and anything that comes later overrides anything that comes before. So you want your near infinite area at the bottom so it overrides and covers anything that would already be in that area.
Yeah, it was at the bottom. I fixed it though by using a if statement like suggested to use an alternative value for oreamount 
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