Search found 120 matches
- Fri Apr 06, 2012 8:16 pm
- Forum: Scripting Help
- Topic: Totem.src
- Replies: 7
- Views: 5554
Re: Totem.src
Ah ok, I think I know what you mean now :P In MountSteed function try changing if (GetEquipmentByLayer( who, 0x19 )) SendSysMessage( who, "You cannot use that while mounted!"); return; endif To this if (GetEquipmentByLayer( who, 0x19 )) SendSysMessage( who, "You cannot use that while ...
- Fri Apr 06, 2012 7:46 pm
- Forum: Scripting Help
- Topic: Releasing a Totem
- Replies: 5
- Views: 4171
Re: Releasing a Totem
ok when saying "release" the totems just go onto "say ("*Argh*");", they dont return to my backpack im not sure whats causing that :s Means 'it' isnt being created successfully. Most Probably because 'owner' can't be found. Does the totem have the "ownerserial&quo...
- Fri Apr 06, 2012 7:04 pm
- Forum: Scripting Help
- Topic: Totem.src
- Replies: 7
- Views: 5554
Re: Totem.src
I'm not familiar with your script base at all sorry. I think i misunderstood what you wanted to do. I was thinking your were trying to 'hatch' a totem, but it kept saying your were mounted so couldn't. But the problem is that you're trying to mount a crafted mount right? case ( totem.objtype ) 0x212...
- Fri Apr 06, 2012 6:19 pm
- Forum: Scripting Help
- Topic: Releasing a Totem
- Replies: 5
- Views: 4171
Re: Releasing a Totem
Try changing this line var it := CreateItemAtLocation (me.x, me.y, me.z, totem, 1, me.realm); to // As im not sure if the owner is declared earlier in your script var owner := SystemFindObjectBySerial( GetObjProperty (me, "ownerserial")); var it := CreateItemInBackpack( owner, totem, 1 );
- Fri Apr 06, 2012 5:51 pm
- Forum: Scripting Help
- Topic: Totem.src
- Replies: 7
- Views: 5554
Re: Totem.src
I havnt touched UO in a while now. But for troubleshooting purposes have your tried altering
to
Code: Select all
if (!EquipItem(who,mount))
Code: Select all
if (GetEquipmentByLayer( who, 0x19 ))
- Fri May 27, 2011 12:32 am
- Forum: Scripting Help
- Topic: Trouble with AI's
- Replies: 10
- Views: 6568
Re: Trouble with AI's
ah ok, learn something new every day Not a big deal though, like everyone says, it will just confuse things anyway.
- Wed May 25, 2011 10:56 pm
- Forum: Scripting Help
- Topic: Trouble with AI's
- Replies: 10
- Views: 6568
Re: Trouble with AI's
I think I see how to avoid the problem. Nevertheless, I am still curious to know if it is possible to do it the other way... ++ Well I guess you could. Like you said, using the start_script function, you could have as many scripts running on and npc as you want. It would greatly confuse things thou...
- Wed May 25, 2011 2:20 am
- Forum: Scripting Help
- Topic: Trouble with AI's
- Replies: 10
- Views: 6568
Re: Trouble with AI's
What is it you want your AI to do? From the looks of it, you want it to travel to a certain destination while fighting any enemies on the way?
Don't need 2 seperate scripts for that
Don't need 2 seperate scripts for that
- Thu May 19, 2011 12:43 am
- Forum: Scripting Help
- Topic: multis.cfg
- Replies: 1
- Views: 2453
Re: multis.cfg
Ok, totally different question. For some reason whenever I place a multi, house or boat. Only the dynamic (doors, signs) items are being shown. It's like the other pieces are there, since I run into them like an invisible wall. At a loss as what to do now. I have recompiled the multi.cfg. Used a fre...
- Sun May 08, 2011 4:42 pm
- Forum: General Help (096)
- Topic: 10000 > 9500 = false?
- Replies: 2
- Views: 4301
Re: 10000 > 9500 = false?
Try this
Code: Select all
if (CInt(text) > GetAmtGoldBank(bankbox))
- Sun May 08, 2011 1:31 am
- Forum: General Help (096)
- Topic: How would I go about a "attack towards" on animals?
- Replies: 5
- Views: 5694
Re: How would I go about a "attack towards" on animals?
Your right, just have the npc walk towards the destination, I was asking more of how to do that Ah ok. Well I take it you want to use existing NPCs, and not create unique raider NPCS? I guess, depending how your AI is scripted you would want to alter the main ai loop. That being when the npc is doi...
- Sat May 07, 2011 8:30 pm
- Forum: General Help (096)
- Topic: How would I go about a "attack towards" on animals?
- Replies: 5
- Views: 5694
Re: How would I go about a "attack towards" on animals?
First question is simple enough. Just have the npc walk towards the destination. If there is anyone to attack on the way, then attack. Nothing to attack, continue walking.
And the multi you want to use has been converted into your multis.cfg? Just use the createmulti() function.
And the multi you want to use has been converted into your multis.cfg? Just use the createmulti() function.
- Fri Apr 15, 2011 3:08 am
- Forum: General Discussion
- Topic: Program keeps Crashing.
- Replies: 2
- Views: 2909
Re: Program keeps Crashing.
what program? UO Fiddler?
If that's it, try click on 'Settings' -> 'Path Settings' and make sure the path is set to your UO dir.
If that's it, try click on 'Settings' -> 'Path Settings' and make sure the path is set to your UO dir.
- Wed Apr 13, 2011 12:43 am
- Forum: Scripting Help
- Topic: AOS Locations?
- Replies: 2
- Views: 2826
Re: AOS Locations?
You have AOS installed and generated the 'britannia' realm for it?
If so, those places are there. I remember seeing sanctuary, i'll take a look for the co-ords now
Edit: 6261 113 - That's sanctuary right?
If so, those places are there. I remember seeing sanctuary, i'll take a look for the co-ords now
Edit: 6261 113 - That's sanctuary right?
- Sat Apr 09, 2011 6:10 pm
- Forum: General Discussion
- Topic: Ahhrgh. What happend to the POL documention on this site??
- Replies: 7
- Views: 5201
Re: Ahhrgh. What happend to the POL documention on this site
Most links in docs (for example http://docs.polserver.com/pol099/fullfunc.php?xmlfile=npcem) generates error: "Constant IN_PHPBB already defined /home/polteam/include/util_common.inc 23 Array" Yep, all the links in the docs for 97 and onwards give that error. So 96 are still the only late...
- Thu Apr 07, 2011 2:22 am
- Forum: Scripting Help
- Topic: multis.cfg
- Replies: 1
- Views: 2453
multis.cfg
Decided to learn how to make a new multi, a boat. What I've done is use UO Fiddler to create the multi (at it's just a rectangle, testing stage) and saved it into the multi multi.mul/multi.idx file. I converted the new multi file into POL and opened the multi.cfg to see if it worked. I see my multi ...
- Sun Mar 22, 2009 8:30 am
- Forum: UOFiddler
- Topic: UOFiddler (ex UOViewer) (ex InsideUO alternative)
- Replies: 341
- Views: 178545
Re: UOFiddler (ex UOViewer) (ex InsideUO alternative)
From another post, didnt want to clog it up
I'm running vista 32 bit.
Doing this crashes my Fiddler, both 3.4 and 3.6UOFiddler ->Animations Tab->Settings->Try to find new Graphics
I'm running vista 32 bit.
- Sun Mar 22, 2009 7:46 am
- Forum: Bug Reports Archive (098)
- Topic: [Pol098beta-2009-02-18, bugs?]
- Replies: 27
- Views: 21164
Re: [Pol098beta-2009-02-18, bugs?]
ah very cool
- Sun Mar 22, 2009 7:29 am
- Forum: Bug Reports Archive (098)
- Topic: [Pol098beta-2009-02-18, bugs?]
- Replies: 27
- Views: 21164
Re: [Pol098beta-2009-02-18, bugs?]
I really eager to hear the results of your testing core essence:) I checked all the graphic from 0 to 2048, but didn't find anything new. This fix is to allow new graphic to be added as custom anims or should it enable other ML graphic that were not yet implemented before this fix? (see the huge dra...
- Sun Mar 22, 2009 7:19 am
- Forum: Scripting Help
- Topic: Good way to start a script for all players?
- Replies: 6
- Views: 4542
Re: Good way to start a script for all players?
start_script doesn't wait for the script to finish, it just starts it then moves on.
- Sun Mar 22, 2009 6:35 am
- Forum: Scripting Help
- Topic: Good way to start a script for all players?
- Replies: 6
- Views: 4542
Re: Good way to start a script for all players?
Yep that will start the script for each player. I see no problem with it.
- Sat Mar 21, 2009 1:26 am
- Forum: Contributed Scripts & Packages
- Topic: If you are bored.... Another ContextMenu Not Finished
- Replies: 3
- Views: 3676
Re: If you are bored.... Another ContextMenu Not Finished
Ah very handy thanks. I'm using it for the clients screen resolution
- Fri Mar 20, 2009 10:06 pm
- Forum: Scripting Help
- Topic: Wearable TileID's in Gump
- Replies: 8
- Views: 4793
Re: Wearable TileID's in Gump
Last post before i go through and make a config with all the tiles corresponding gumpids
Obtaining a tile's animation ID defiantly CAN'T be done in a script?
Obtaining a tile's animation ID defiantly CAN'T be done in a script?
- Thu Mar 19, 2009 4:07 pm
- Forum: Scripting Help
- Topic: Wearable TileID's in Gump
- Replies: 8
- Views: 4793
Re: Wearable TileID's in Gump
I'm planning to get the corresponding gumpid with it by adding 50000 or 60000.
- Thu Mar 19, 2009 8:07 am
- Forum: Scripting Help
- Topic: Wearable TileID's in Gump
- Replies: 8
- Views: 4793
Re: Wearable TileID's in Gump
Ah ok thanks for that info
Is there an easy way to get the animation number via escript? I was hoping it was stored in tiles.cfg but nothing there. Even looked for a function that may get that info but found nothing
Is there an easy way to get the animation number via escript? I was hoping it was stored in tiles.cfg but nothing there. Even looked for a function that may get that info but found nothing