Search found 28 matches

by Xadhoom
Wed Sep 12, 2007 11:35 pm
Forum: General Help (097)
Topic: Strange things with desc and changing desc.
Replies: 4
Views: 3775

OldnGrey wrote:item.name := "xxxxx";
Use the function SetName to change the name/desc
by Xadhoom
Thu Jun 07, 2007 7:38 am
Forum: Bug Reports (097)
Topic: Bug in division by 0?
Replies: 0
Views: 1950

Bug in division by 0?

If into a script occurs a division by 0, the result is an error, and that's ok But if the division is a Double / 0, like CDbl(5)/0, the result is "inf", which could be difficult to handle because it's not an error, but the worst thing happens if you do CDbl(0)/0, the result is "-nan&q...
by Xadhoom
Sun May 27, 2007 3:35 am
Forum: Bug Reports (097)
Topic: Error with SaveWorldState()
Replies: 7
Views: 5190

we are on a dedicated server, i don't think it's for that :sad:
by Xadhoom
Sat May 26, 2007 1:20 pm
Forum: Bug Reports (097)
Topic: Error with SaveWorldState()
Replies: 7
Views: 5190

Error with SaveWorldState()

While saving SaveWorldState() has thrown "Exception during world save", what can the possible cause be? POL was still running and we tried to delete last items created but we were still unable to save when shutting down in the console was written this: SIGTERM: exit Writing data files...Se...
by Xadhoom
Mon Jan 08, 2007 1:02 am
Forum: Feature Request Archive
Topic: [eCompile] Unused include file
Replies: 44
Views: 19825

Marilla, I am not so sure these programmers are lazy or bad coders. I think the reason that they want this is because they are using someone else's script base... *coughs* ... zuluhotel maybe and want ecompile to help clean these up. we didn't use someone else's script base, we just changed the str...
by Xadhoom
Thu Dec 14, 2006 2:51 am
Forum: Bug Reports (097)
Topic: Problem with RC and resurrecting.
Replies: 24
Views: 11415

Not to mention, there is a new client that plans to allow any layer to be used(up to 128 of them) Where did you read about this? It would be amazing to have new layers to add items Speaking about layers, also we have changed the use of some of them, but not the 22 nor 23, maybe it's the only one th...
by Xadhoom
Tue Dec 05, 2006 11:39 pm
Forum: Feature Request Archive
Topic: [eCompile] Unused include file
Replies: 44
Views: 19825

One criterion might be: Is it worth taking time to develop this feature, when it's something that the scripter could and should themselves do? Another can be: would this feature be useful to people who don't know all their includes by heart? like people who downloads the distro and want to modify s...
by Xadhoom
Tue Dec 05, 2006 1:35 am
Forum: Feature Request Archive
Topic: [eCompile] Unused include file
Replies: 44
Views: 19825

Not all shards have only one scripter that works on all scripts. If i'm insure of an include into one script i can remove it and check if it compiles, but doing it for every include in every script is way longer than looking for what ecompile already does. I repeat it: what ecompile already does It ...
by Xadhoom
Tue Dec 05, 2006 12:53 am
Forum: Feature Request Archive
Topic: [eCompile] Unused include file
Replies: 44
Views: 19825

Maybe if you compile 20 scripts isn't a big time, if you have to recompile more then one thousand it is As already Silver said, it would be more useful to add a line in the .dep files than having a warning, althought if you can see warnings in the ecompile you can go editing the script (removing the...
by Xadhoom
Tue Dec 05, 2006 12:18 am
Forum: Feature Request Archive
Topic: [eCompile] Unused include file
Replies: 44
Views: 19825

You mean you don't want to know if one of your include in unused in one of yours .src files Yukiko? Even if an unused include doesn't make you ecl bigger, if you modify that include it causes your script to recompile also if not needed. Ecompile already checkes if function inside an include are used...
by Xadhoom
Mon Nov 27, 2006 11:38 pm
Forum: Scripting Help
Topic: please help =( >> adding effects to items
Replies: 9
Views: 5260

0x0ecq it's not a valid Hex value :eek:
by Xadhoom
Tue Nov 07, 2006 11:55 pm
Forum: Feature Request Archive
Topic: RegisterForEvents reminder
Replies: 5
Views: 3973

roger, no windchimes for now :sad: At least until i don't give an AI to windchimes :lol:
by Xadhoom
Wed Oct 25, 2006 12:44 pm
Forum: Bug Reports (097)
Topic: Pol 97 2006-09-16 Crash / more a question
Replies: 4
Views: 3576

i've already found this "bug" moving houses around, i think it' because the world is divided in squares, when moving if you move out of the original one where the house/multi was originally placed, this causes pol to crash. Except for boats of course :grin:
by Xadhoom
Mon Oct 23, 2006 11:07 pm
Forum: Feature Request Archive
Topic: RegisterForEvents reminder
Replies: 5
Views: 3973

Tried inside a ControlScript this script

Code: Select all

EnableEvents( SYSEVENT_ENTEREDAREA, 3);
var event:= wait_for_event(600);
print(event);
and didn't work
by Xadhoom
Mon Oct 23, 2006 10:52 pm
Forum: Scripting Help
Topic: Change corpse graphic
Replies: 29
Views: 13150

Yukiko it happened also once to me with a normal container and some ingots, tried many times but never reproduced it
by Xadhoom
Thu Oct 19, 2006 11:22 pm
Forum: Feature Request Archive
Topic: RegisterForEvents reminder
Replies: 5
Views: 3973

RegisterForEvents reminder

I posted this in the yahoo group lot of time ago and never had and answer, i try again :roll: Change the function RegisterForSpeechEvents( at_object, range, flags := 0 ) to RegisterForEvents( event, at_object, range, flags := 0 ) It would be very useful for events like EnteredArea that can be receiv...
by Xadhoom
Tue Oct 03, 2006 10:43 pm
Forum: Scripting Help
Topic: GetMapInfo( x, y ).z V.S.
Replies: 4
Views: 3062

They can be different, i think, if there is a static walkable floor under the map (like those buildings near Yew), but never tested it
by Xadhoom
Wed Jun 21, 2006 3:07 am
Forum: General Help (095)
Topic: Would this script work?
Replies: 3
Views: 3108

you cannot compile this script, the function itemsback is defined with 4 paramaters but you invoke it with only 1 parameter
by Xadhoom
Fri Jun 16, 2006 11:38 am
Forum: Scripting Help
Topic: Some modifications, please help.
Replies: 6
Views: 4450

you must set at the beginning of the teasingstones use util; in the second file, you have defined a variable (mount) inside an if statement, so when you exit the if it doesn't exists anymore anyway it is incorrect, it must look like this: use uo; use os; use basic; use cfgfile; include "include...
by Xadhoom
Thu Jun 15, 2006 7:44 am
Forum: Scripting Help
Topic: Some modifications, please help.
Replies: 6
Views: 4450

To kill the mount use ApplyRawDamage( mount, GetHp(mount) ); sleep(1) means "stop the script for 1 second" but the equip script runs as critical script so ignores sleep. You must use Start_script when you equip the hat, and set in the new script the countdown. In the unequip script of the ...
by Xadhoom
Tue Jun 13, 2006 5:22 am
Forum: General Help (096)
Topic: Boat Movment
Replies: 15
Views: 13415

But with that options you can neither see sea monsters or players on another boat approaching.
Maybe it's because we use one of the latest client...
by Xadhoom
Mon Jun 12, 2006 11:12 pm
Forum: General Help (096)
Topic: Boat Movment
Replies: 15
Views: 13415

We do nothing strange... Simply when the ship is moving the script is in loop waiting for other events and doing
MoveBoatRelative( boat, relative_direction );
That's all, and we don't have flashing names :?
by Xadhoom
Sat Jun 10, 2006 12:21 am
Forum: General Help (096)
Topic: Delay, AttackDelay, character.delay_mod
Replies: 7
Views: 5222

Can these props be used (and modified) in the scripts or they must be defined only in the cfg?
like character.delay_mod := etc
by Xadhoom
Sat Jun 10, 2006 12:16 am
Forum: General Help (096)
Topic: Do u plan to use Pol096 (core) on live Shard?
Replies: 17
Views: 15449

we were already using the latest 096 core on a live shard, and we will use the 097 beta as soon it is possible
by Xadhoom
Thu Jun 08, 2006 3:38 pm
Forum: General Help (096)
Topic: Boat Movment
Replies: 15
Views: 13415

On our POL this don't happen... don't know why... :lol: