Search found 31 matches
- Sat Jun 03, 2017 12:30 pm
- Forum: Complete Worlds
- Topic: Zulu Hotel Paradiso [pol099]
- Replies: 4
- Views: 6007
Re: Zulu Hotel Paradiso [pol099]
And I saw in that release, there are some scripts missing in GMItems folder like: crook_usescript mace_usescript kryss_usescript heavyxbow_usescript And there is missing 'quarrying' package: Unable to find package 'quarrying' Error reading script descriptor ':quarrying:quarrying' If you have them, ...
- Sat Jun 03, 2017 2:38 am
- Forum: Complete Worlds
- Topic: Zulu Hotel Paradiso [pol099]
- Replies: 4
- Views: 6007
Zulu Hotel Paradiso [pol099]
Here's a link to all the Zulu Hotel Paradiso 099 files ( download - 40mb ) that me and Developer Toadstool worked on until late 2011. I've included spawns and doors data so you can get going pretty much instantly. I've tried to strip away as much as possible so it's a "vanilla" install. I ...
- Fri Apr 28, 2017 10:01 pm
- Forum: Scripting Help
- Topic: Creating a New Skill
- Replies: 7
- Views: 4838
Re: Creating a New Skill
Another alternative to a custom skillwin.src is to look through existing skills and see if there is one which you are not uning or you don't want. Some people don't find begging a useful skill for example. Using UO Fiddler you can edit the sill list in the client and change a skill name. So if you ...
- Fri Apr 21, 2017 4:38 am
- Forum: Scripting Help
- Topic: Creating a New Skill
- Replies: 7
- Views: 4838
Re: Creating a New Skill
just do your personal skillwin. do you have command dropSkill ? look it, if not, try to do gump with function AP_ListAttributesByType( type:="" ) your type is "Skill" so AP_ListAttributesByType( "Skill" ) var skills_list := AP_ListAttributesByType( "Skill" ),...
- Thu Apr 20, 2017 12:42 pm
- Forum: Scripting Help
- Topic: Creating a New Skill
- Replies: 7
- Views: 4838
Re: Creating a New Skill
Thanks b0ris! I took your advice and kept searching! Using Notepad++ "Find in Files" I continued searching all my POL directories for all instances of several different skill names and adding as many instances of Quarrying as I can! I no longer receive those compile errors thankfully, but ...
- Wed Apr 19, 2017 12:52 pm
- Forum: Scripting Help
- Topic: Creating a New Skill
- Replies: 7
- Views: 4838
Creating a New Skill
Environment: POL099 - Zulu Hotel (old ZHParadiso scripts) I am trying to create a new skill: Quarrying (attached zip) I am receiving some errors whilst compiling. To create Quarrying I copied the pre-existing Mining package. The compiling errors occur when I change some (but not all) calls to SKILLI...
- Fri Oct 21, 2011 7:18 am
- Forum: General Discussion
- Topic: Open Source - yes/no?
- Replies: 6
- Views: 5662
Re: Open Source - yes/no?
Thanks for your input guys.
I'm going to go ahead and do it, whether anyone contributes I'll have to find out!
I'm going to go ahead and do it, whether anyone contributes I'll have to find out!
- Mon Oct 03, 2011 11:13 am
- Forum: General Discussion
- Topic: Open Source - yes/no?
- Replies: 6
- Views: 5662
Open Source - yes/no?
I run Zulu Hotel Factions but don't have much time to do any development work.
Is there a good reason NOT to go open source that you guys know?
I think it will generate quite a bit of additional development for my shard.
What are the +/- of going open source?
Thanks.
Is there a good reason NOT to go open source that you guys know?
I think it will generate quite a bit of additional development for my shard.
What are the +/- of going open source?
Thanks.
- Mon Dec 20, 2010 11:58 am
- Forum: Scripting Help
- Topic: Creating Guarded Areas
- Replies: 4
- Views: 3889
Re: Creating Guarded Areas
Thx for your reply Edwards :) Just for posterity, this is how I managed to implement guards in pol093: Edit all 3 and re-compile: D:\ZH Factions\scripts\include\areas.inc D:\ZH Factions\pkg\opt\areas\areas.cfg D:\ZH Factions\config\guardedareas.cfg (Only edit the first set of areas within scripts\in...
- Sat Oct 16, 2010 7:24 am
- Forum: Scripting Help
- Topic: Creating Guarded Areas
- Replies: 4
- Views: 3889
Re: Creating Guarded Areas
Doesn't seem to make sense that you can specify, in regions.cfg, whether you want an area to be guarded... but it makes no change in-game.
- Wed Oct 06, 2010 12:35 pm
- Forum: Scripting Help
- Topic: Creating Guarded Areas
- Replies: 4
- Views: 3889
Re: Creating Guarded Areas
Hmm :/ I had thought this was an easy one. I don't know why I can't get it to work.
Also if there's a way to create no damage zones too, that'd be very helpful. Thanks in advance.
Also if there's a way to create no damage zones too, that'd be very helpful. Thanks in advance.
- Mon Oct 04, 2010 12:21 pm
- Forum: Scripting Help
- Topic: Creating Guarded Areas
- Replies: 4
- Views: 3889
Creating Guarded Areas
POL093
I'm sure I figured this out long ago, but which file/s specify which areas have guarded protection? I want to enter my own custom area.
Thanks in advance.
I'm sure I figured this out long ago, but which file/s specify which areas have guarded protection? I want to enter my own custom area.
Thanks in advance.
- Sun Sep 19, 2010 11:46 am
- Forum: Scripting Help
- Topic: Website Account Creator - Fixed nvm
- Replies: 1
- Views: 2776
Re: Website Account Creator
LOL nevermind. 5 minutes after posting this topic I discovered the problem was my port forwarding settings
- Sun Sep 19, 2010 10:46 am
- Forum: Scripting Help
- Topic: Website Account Creator - Fixed nvm
- Replies: 1
- Views: 2776
Website Account Creator - Fixed nvm
POL Version: 093 First of all, I'd like to say thankyou to this community. Without your help I wouldn't have got my shard to where it is today, and it's come a long way ( ZHFactions.com ). I still require your help with setting up a website automatic account creator though. 1. Here's the webserver p...
- Sat Sep 04, 2010 8:22 am
- Forum: Scripting Help
- Topic: Account Creator
- Replies: 3
- Views: 3101
Re: Account Creator
That's exactly what I'm looking for. It doesn't have to bend over backwards, just a working account creator copy/pasted from any software pack that works.xblade wrote:Pol 93 is REALLY outdated Unless you can script your self one or find it in a Freeware Script pack i Doubt it sorry bud
Xblade
- Sat Sep 04, 2010 5:58 am
- Forum: Scripting Help
- Topic: Account Creator
- Replies: 3
- Views: 3101
Account Creator
POL093
I've searched around for an automatic account creator for POL093 but I can't find one. Does anyone have scripts which work? both website code and pol code?
Thanks.
I've searched around for an automatic account creator for POL093 but I can't find one. Does anyone have scripts which work? both website code and pol code?
Thanks.
- Sat Jul 24, 2010 6:45 am
- Forum: Scripting Help
- Topic: Townstone Gump (fixed now, ignore this topic)
- Replies: 0
- Views: 2177
Townstone Gump (fixed now, ignore this topic)
Nevermind, fixed the problem myself. [s]POL093 I've been editing my already existing townstone gump scripts to include a 'faction' which controls that town. When the command .createstone is used by an Admin, it creates a townstone and prompts them to enter firstly the town name (e.g. "Minoc&qu...
- Thu Apr 01, 2010 2:24 pm
- Forum: Scripting Help
- Topic: Skill Boost upon Mob Kill
- Replies: 8
- Views: 6478
Re: Skill Boost upon Mob Kill
Thanks again Xeon, I'm actually away this weekend, so will get back to you after Tuesday! Happy Easter
- Wed Mar 31, 2010 10:34 am
- Forum: Scripting Help
- Topic: Skill Boost upon Mob Kill
- Replies: 8
- Views: 6478
Re: Skill Boost upon Mob Kill
Hi Xeon, thanks for replying! I've since re-scripted my files and I am instead stuck at this error message when I compile (ecompile.txt): ERROR MESSAGE Compiling: ./pkg/opt/shilhook/shilcombat.src Constant DELAY_TO_GET_COMBATSKILL has already been defined. Error in const declaration File: ./pkg/opt/...
- Wed Mar 31, 2010 12:29 am
- Forum: Scripting Help
- Topic: Skill Boost upon Mob Kill
- Replies: 8
- Views: 6478
Re: Skill Boost upon Mob Kill
Hmm, I had thought these forums were more active than this. Perhaps people could help me identify exactly what the problem is when I get these errors on compiling: http://img682.imageshack.us/img682/9052/compiling002.jpg I've realised that death.src cannot point at another .src file, so I've created...
- Tue Mar 30, 2010 6:50 am
- Forum: Scripting Help
- Topic: Skill Boost upon Mob Kill
- Replies: 8
- Views: 6478
Re: Skill Boost upon Mob Kill
(pol093) OK, I've given this project 3 full days of non-stop scripting, that must be around 30ish hours of work. I have the passion, but need the guidance, it'd be great if someone could point out where I'm going wrong with these scripts. I'd hate to give up. The files I've scripted are completely d...
- Tue Mar 30, 2010 12:10 am
- Forum: Scripting Help
- Topic: Compiling Death.src
- Replies: 1
- Views: 2247
Compiling Death.src
(pol093) Whenever I edit scripts/misc/death.src and re-compile the file it ceases to be able to locate the .em and .inc files it calls upon and demands that they be placed within the same directory as scripts/misc/death.src: http://img210.imageshack.us/img210/1848/compiling001.jpg Any reason why tha...
- Mon Mar 29, 2010 11:25 am
- Forum: Contributed Scripts & Packages
- Topic: [Request] Zulu Hotel / Unreal UO Script
- Replies: 4
- Views: 7925
Re: [Request] Zulu Hotel / Unreal UO Script
I have attached the ZH versions I possess to this post, Trofimenczov (except for the recently scripted ZHChronicles scripts, since the previous scripter doesn't wish for me to share them). I tried to send them via Googlemail but it wouldn't allow me to send executable files. Perhaps, to repay me, yo...
- Mon Mar 29, 2010 9:27 am
- Forum: Scripting Help
- Topic: Skill Boost upon Mob Kill
- Replies: 8
- Views: 6478
Re: Skill Boost upon Mob Kill
Yeah I don't think I'm far off, hopefully. It doesn't work when I compile though. I'd really like some guidance and possibly someone to look through it and point out what is probably obviously incorrect to experienced scripters. The idea might be ok, but I'm probably missing something fundamental th...
- Mon Mar 29, 2010 6:05 am
- Forum: Scripting Help
- Topic: Skill Boost upon Mob Kill
- Replies: 8
- Views: 6478
Skill Boost upon Mob Kill
edit: Ignore original post. Click here for CURRENT PROGRESS . (POL093) When a player kills a monster, I want the combat skill they've used to kill the monster to be boosted depending on a variable I will attach to each mob. I think it's going to require: 1) Creating a new inc or src (in pkg/opt/new...