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nevalon
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Post subject: Player / Mount / NPC speed Posted: Thu Mar 09, 2006 5:15 pm |
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Joined: Tue Mar 07, 2006 7:28 am Posts: 39 Location: Poland
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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.
_________________ Sorry for my English... I don't know it well.
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Firedancer
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Post subject: Re: Player / Mount / NPC speed Posted: Fri Mar 10, 2006 9:44 am |
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Joined: Fri Feb 03, 2006 6:32 am Posts: 104 Location: Austria
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*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
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Post subject: Posted: Fri Mar 10, 2006 11:53 am |
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Joined: Fri Feb 10, 2006 8:08 am Posts: 330 Location: Myrtle Beach, South Carolina
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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
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Post subject: Posted: Fri Mar 10, 2006 4:00 pm |
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Joined: Thu Feb 02, 2006 12:05 pm Posts: 12
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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
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Post subject: Posted: Fri Mar 10, 2006 8:16 pm |
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| Certified POL Expert |
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Joined: Sat Feb 04, 2006 5:49 pm Posts: 798 Location: Chicago, IL USA
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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
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Post subject: Posted: Sat Mar 11, 2006 1:45 am |
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Joined: Tue Mar 07, 2006 7:28 am Posts: 39 Location: Poland
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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...
_________________ Sorry for my English... I don't know it well.
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CWO
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Post subject: Posted: Sat Mar 11, 2006 3:22 am |
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| Certified POL Expert |
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Joined: Sat Feb 04, 2006 5:49 pm Posts: 798 Location: Chicago, IL USA
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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
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Post subject: Posted: Sat Mar 11, 2006 4:10 am |
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Joined: Tue Mar 07, 2006 7:28 am Posts: 39 Location: Poland
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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.
_________________ Sorry for my English... I don't know it well.
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Tomi
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Post subject: Posted: Sat Mar 11, 2006 3:29 pm |
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Joined: Tue Feb 21, 2006 5:08 pm Posts: 38
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You can't make the speed for players faster serverside but.. you can make it slower...
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nevalon
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Post subject: Posted: Sat Mar 11, 2006 3:35 pm |
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Joined: Tue Mar 07, 2006 7:28 am Posts: 39 Location: Poland
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hmmm you're right! And that solves the problem ;]
_________________ Sorry for my English... I don't know it well.
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