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Lagoon
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Post subject: Add LISTEX_FLAG_CONCEALED to ListMobilesNearLocationEx Posted: Thu May 04, 2006 4:28 am |
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Joined: Sun Mar 05, 2006 7:25 am Posts: 118 Location: Italy
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Please add LISTEX_FLAG_CONCEALED to ListMobilesNearLocationEx
concealment may be used in custom scripts for purposes different from the original intent of the developers. Personally I use it to give characters with very high stealth the ability to run while hidden. Sicne I have player characters concealed I need a function to list them together with visible and invisible characters. I think the best thing to achive this would be adding a LISTEX_FLAG_CONCEALED flag, which won't break any existing script and will add a useful functionality.
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Austin
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Post subject: Posted: Thu May 04, 2006 6:01 pm |
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| POL Developer |
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Joined: Wed Jan 25, 2006 2:30 am Posts: 400 Location: San Diego, California
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Done 
_________________ -Austin
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Lagoon
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Post subject: Posted: Thu May 04, 2006 6:23 pm |
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Joined: Sun Mar 05, 2006 7:25 am Posts: 118 Location: Italy
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Thanx, I really appreciate that 
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MontuZ
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Post subject: Posted: Thu May 04, 2006 8:07 pm |
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| Distro Developer |
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Joined: Fri Feb 10, 2006 8:08 am Posts: 313 Location: Myrtle Beach, South Carolina
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What about;
LISTEX_FLAG_POISONED
LISTEX_FLAG_FROZEN
LISTEX_FLAG_PARALYZED
It's scriptable, but so is all those other things right? I know I'd use them for new spells or something. 
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CWO
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Post subject: Posted: Thu May 04, 2006 9:29 pm |
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Joined: Sat Feb 04, 2006 5:49 pm Posts: 745 Location: Chicago, IL USA
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well thats scriptable. Concealed were excluded automatically by this command and there was no way to find out unless you possibly scan everyone online for their XY....
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Lagoon
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Post subject: Posted: Fri May 05, 2006 12:44 am |
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Joined: Sun Mar 05, 2006 7:25 am Posts: 118 Location: Italy
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To CWO: of course, there's also another way, one can use ListObjectInBox which lists concealed mobiles and trash all non-mobile objects... but both solutions are far from optimized, I definitely prefere the presence of a fag for a dedicated function like ListMobileNearLocationEx.
To Unreal: I can't see the need for that. Adding those flags won't give you better performance than filtering the results of the function in the script because I don't think the devs have the intention to keep dedicated lists of poisoned, frozen and paralyzed mobiles (inside the core). And those categories of mobiles are already included in the list. I can't see the problem in using an if statement inside a foreach to find mobile poisoned, paralyzed or frozen. And adding those flags will break scripts because, since flags add categories, the normal flag should be deprived of poisoned, paralyzed and froxen mobiles. Honestly I see it as a forced addition
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Yukiko
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Post subject: Posted: Fri May 05, 2006 12:06 pm |
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Joined: Thu Feb 02, 2006 1:41 pm Posts: 1120 Location: Southern Central USA
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Wow! Now that's what I call service.
*smiles*
I hope Lagoon tipped you big for that Austin.
_________________ Sincerely,
Yukiko
I know you think you understand what you thought I said but what you heard is not exactly what I meant.
Titus 2:13
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