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 Post subject: SYSEVENT_ENTEREDAREA
PostPosted: Mon Mar 20, 2006 6:35 am 
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Joined: Sat Feb 04, 2006 9:14 am
Posts: 90
Location: Aman
NPC's shouldn't get that event when ev.source.concealed in my opinion


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 Post subject: Re: SYSEVENT_ENTEREDAREA
PostPosted: Mon Mar 20, 2006 10:22 am 
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Joined: Fri Feb 03, 2006 6:32 am
Posts: 104
Location: Austria
FreeSoul wrote:
NPC's shouldn't get that event when ev.source.concealed in my opinion


no, they sure should get that event! (unless you make a seperate event for concealed players entering)

After all you can always check to have your NPC ignore concealed players afterwards easy enough, but it would be very hard to do vice versa. There may be reasons where you need to also recognize concealed players after all...


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 Post subject:
PostPosted: Mon Mar 20, 2006 10:39 am 
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Joined: Sun Feb 12, 2006 9:50 pm
Posts: 834
Location: Indiana, USA
Are you sure they are recieving it While the ev.souce is concealed? Should not be from what I am seeing.


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 Post subject: RTFM
PostPosted: Mon Mar 20, 2006 11:00 am 
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POL Developer
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Joined: Wed Jan 25, 2006 2:30 am
Posts: 400
Location: San Diego, California
core changes.txt

Added : New flag for servspecopt.cfg called "EventVisibilityCoreChecks" set to 0 (disabled) by default.
Enabled - the core does visibility checks before sending events as it did before.
Disabled - requires your scripts do visibility checking.

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-Austin


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 Post subject:
PostPosted: Mon Mar 20, 2006 11:01 am 
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Location: Indiana, USA
Check changelog, there is a new option for the servspecopt file for EventVisibility checks. It defaults to 0 (off) for the core. Adding it, and setting it to 1, will re-enable that. RTFM hehehe


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 Post subject:
PostPosted: Mon Mar 20, 2006 11:59 am 
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Joined: Sat Feb 04, 2006 9:14 am
Posts: 90
Location: Aman
ble ble ble mea culpa :P

RTFM!!! RTFM!!! RTFM!!!
*he repeated bashimg his head against the wall*


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