I'd use it gladly! Improved quality of life, that's for sure.guialtran wrote:If I can finish this, I'll give this file to everyone.
Search found 54 matches
- Thu Jan 12, 2017 12:26 pm
- Forum: Guides
- Topic: General Tips and Tricks POL Development
- Replies: 15
- Views: 11479
Re: General Tips and Tricks POL Development
- Thu Jan 12, 2017 12:23 pm
- Forum: Guides
- Topic: General Tips and Tricks POL Development
- Replies: 15
- Views: 11479
Re: General Tips and Tricks POL Development
Yes good post, I've too many things that I could post from our experience on ZHI I personally don't agree with number 2 Include files should not contain "use ..." or "include ..." lines (since they are not compiled) they should contain a comment that mentions all the uses and in...
- Fri Jan 06, 2017 1:35 pm
- Forum: Guides
- Topic: General Tips and Tricks POL Development
- Replies: 15
- Views: 11479
Re: General Tips and Tricks POL Development
[*]Make sure to use Notepad++ as your software development tool it's free and it has tons of potential: - When you add NPP Exec extension you can use the following snippet to compile the script you're working on and get feedback inside Notepad++, thus gaining a lot of time. SET compiler = C:\POL\sc...
- Fri Dec 30, 2016 3:30 pm
- Forum: Guides
- Topic: General Tips and Tricks POL Development
- Replies: 15
- Views: 11479
General Tips and Tricks POL Development
Hi there! I'm blckfire and I've been developing code under a POL96 shard version. I also work as software developer/engineer. These are just a collection of random tips and tricks I've gathered during these 2 years and how to improve testing and development time in POL. "If you need more than 3...
- Fri Dec 30, 2016 2:09 pm
- Forum: Guides
- Topic: [HOWTO] Organize your code
- Replies: 0
- Views: 3897
[HOWTO] Organize your code
Hi there! I'm blckfire and I've been developing code under a POL96 shard version. I also work as software developer/engineer. Motivation Looking at code from several people I understood that there is no standard set on how to write better code using POL. Because of that and because I think it's impo...
- Wed Oct 28, 2015 11:54 pm
- Forum: Scripting Help
- Topic: Spawn Runes Issue
- Replies: 2
- Views: 2792
Re: Spawn Runes Issue
Going to try and use events on this one.
- Wed Oct 28, 2015 1:30 am
- Forum: Scripting Help
- Topic: Spawn Runes Issue
- Replies: 2
- Views: 2792
Spawn Runes Issue
The problem is as follows: Instead of having Guards all over the place and being spawn 1 by 1 I decide to create an Item that controls guard's. For this I create a Guard Spawn Rune. The problem is, that now, I'm trying to make it possible for this runes to go inactive and active. When I set the rune...
- Mon Oct 26, 2015 8:46 am
- Forum: General Discussion
- Topic: Updating Item's behaviour
- Replies: 6
- Views: 3943
Re: Updating Item's behaviour
Figure out the problem... I'm using a versioning system to keep track of the changes on the live and test servers and although I made it ignore changes on ecompile.cfg it still updated those changes. So I was trying to compile the scripts on test server with the scripts on the live version. I think ...
- Mon Oct 26, 2015 4:34 am
- Forum: General Discussion
- Topic: Updating Item's behaviour
- Replies: 6
- Views: 3943
Re: Updating Item's behaviour
I tried it and the first time it worked. Can this be because I have a control script running on this item? Edit: I modified the .src file compiled and I got a sendsysmessage. Problem is that my Gump drawing Information is inside and include file and when I update this file and compile the .src nothi...
- Fri Oct 23, 2015 1:45 am
- Forum: General Discussion
- Topic: Updating Item's behaviour
- Replies: 6
- Views: 3943
Re: Updating Item's behaviour
Everything compiled without errors... I unloaded everything first and since that didn't work I also restarted. I'm on POL96. Can this be related? I'm using a test server. So I don't have to affect my community until everyhing is ready to be launched. I use the same pc to run the live and test server...
- Thu Oct 22, 2015 10:54 pm
- Forum: General Discussion
- Topic: Updating Item's behaviour
- Replies: 6
- Views: 3943
Updating Item's behaviour
So, I've redone the way a menu works for some items in the game.
Problem is that these items are not updating to the new gump. Even, when I destroy the item and create a new one. Do I need to delete all of those items before creating a new one to have the update on it?
Problem is that these items are not updating to the new gump. Even, when I destroy the item and create a new one. Do I need to delete all of those items before creating a new one to have the update on it?
- Fri Jun 26, 2015 5:47 am
- Forum: Packet World
- Topic: 0xBF Subcommand 4
- Replies: 3
- Views: 4471
Re: 0xBF Subcommand 4
Nope. Just created a custom function to send the package out to the client and it works like a charm. It basically allows you to emulate the CloseGump() function from later cores. Eventually I'm going to upgrade the whole server to POL99 but for now I'll have to use this workaround. As a side note: ...
- Wed Jun 24, 2015 2:11 pm
- Forum: Packet World
- Topic: 0xBF Subcommand 4
- Replies: 3
- Views: 4471
Re: 0xBF Subcommand 4
It is now solved. I was making some mistakes with the offsetts. use uo; use os; use polsys; function CloseGump(mobile, pid, retval := 0) var packet := CreatePacket(0xBF, -1); packet.SetInt16(3, 0x4); packet.SetInt32(5, pid); packet.SetInt32(9, retval); var result := packet.SendPacket(mobile); if(!re...
- Wed Jun 24, 2015 1:39 pm
- Forum: Packet World
- Topic: 0xBF Subcommand 4
- Replies: 3
- Views: 4471
0xBF Subcommand 4
I'm using POL96 so I don't have the CloseGump function. I'm trying to build this packet to send it to the client so that it closes a gump before opening another one. So, I am able to send the packet, but the client then stops after a few steps function CloseGump(mobile, pid, retval := 0) var packet ...
- Wed Jun 24, 2015 12:00 pm
- Forum: Bug Reports & Feature Requests
- Topic: Cant Login/Signin my own server
- Replies: 2
- Views: 3045
Re: Cant Login/Signin my own server
In ip put --lan--, it should work after that.
- Sat Jun 13, 2015 11:13 pm
- Forum: General Help (095)
- Topic: spawn point
- Replies: 5
- Views: 7844
Re: spawn point
I would search for the object you are trying to create in an itemdesc.cfg file, and then in the scripts associated with that item in particular.
Maybe the graphic for that object is "null" so, you can't interact with it.
Maybe the graphic for that object is "null" so, you can't interact with it.
- Sat Jun 13, 2015 11:00 pm
- Forum: General Discussion
- Topic: connecting problem
- Replies: 2
- Views: 2738
Re: connecting problem
I had some problems like that a while ago.
If I'm not mistaken the problem should be now somewhere in the Logon scripts or in the Accounts file, since, you were already able to establish a connection.
If I'm not mistaken the problem should be now somewhere in the Logon scripts or in the Accounts file, since, you were already able to establish a connection.
- Mon Jun 01, 2015 1:05 am
- Forum: POL Tools
- Topic: UO Unconvert
- Replies: 6
- Views: 5343
Re: UO Unconvert
It transforms the statics into something POL can read, if I'm not mistaken...
- Wed May 27, 2015 4:45 am
- Forum: POL Tools
- Topic: UO Unconvert
- Replies: 6
- Views: 5343
Re: UO Unconvert
I won't promise I'll write this tool, but I'll look into it.
- Tue May 26, 2015 12:02 pm
- Forum: POL Tools
- Topic: UO Unconvert
- Replies: 6
- Views: 5343
Re: UO Unconvert
Write an converter based on the uoconvert sources with a language of your choice. This was what I was thinking. I even took a peak into uoconvert source code, but I think my knowledge of UO and C++ are kinda basic. Or you use escript functionalities: via getmapinfo and liststaticsatlocation you get...
- Tue May 26, 2015 11:17 am
- Forum: POL Tools
- Topic: UO Unconvert
- Replies: 6
- Views: 5343
UO Unconvert
Is there any tool that can do this? Re-convert the .dat files into static files?
We want to rollback our map to previous point, but we are facing the problem of having lost the statics... Anyone has any ideas?
We want to rollback our map to previous point, but we are facing the problem of having lost the statics... Anyone has any ideas?
- Tue May 19, 2015 3:42 am
- Forum: Scripting Help
- Topic: Where can I find the Global Properties?
- Replies: 6
- Views: 4089
Re: Where can I find the Global Properties?
I guess that's the only solution left ...
- Sun May 17, 2015 11:23 pm
- Forum: Scripting Help
- Topic: Where can I find the Global Properties?
- Replies: 6
- Views: 4089
Re: Where can I find the Global Properties?
The thing is that I'm using POL96 which doesn't have that function...
- Sun May 17, 2015 12:27 pm
- Forum: Scripting Help
- Topic: Where can I find the Global Properties?
- Replies: 6
- Views: 4089
Re: Where can I find the Global Properties?
I created a small script to delete all the extra variables, but I would still like to check if there are more temporary variables that exist and that I'm not aware of, since the code has changed a lot in several years...
- Sun May 17, 2015 9:09 am
- Forum: Scripting Help
- Topic: Where can I find the Global Properties?
- Replies: 6
- Views: 4089
Re: Where can I find the Global Properties?
The problem I have is that I'm trying to figure out where and why the world always has temporary global properties and although I can see and delete the permanent global properties I can't seem to find a way to get my hands on those temporary ones, although they persist after server shutdown and res...