Search found 315 matches
- Thu Feb 21, 2008 11:59 am
- Forum: General Discussion
- Topic: POL open source
- Replies: 47
- Views: 12125
- Tue Feb 19, 2008 7:58 pm
- Forum: General Discussion
- Topic: Why isnt there?
- Replies: 3
- Views: 1227
- Tue Feb 12, 2008 9:34 am
- Forum: Bug Reports (097)
- Topic: Another trouble with allocation
- Replies: 7
- Views: 3553
Seems like you have a lot of unnecessary code. Just try using ListObjectsInBox with the top left corner of the map(0,0,-127(min z height)) and whatever the realm bottom x y is with a z of 126(max z height). Here's an example I use to restart all npcs. use os; use uo; include "include/client"; progra...
- Sat Feb 09, 2008 12:35 pm
- Forum: Feature Request Archive
- Topic: SYSEVENT_MERCHANT_SOLD?
- Replies: 2
- Views: 1405
- Fri Feb 08, 2008 12:36 am
- Forum: Bug Reports (097)
- Topic: Line of Sight [097 2007-08-23 RC5]
- Replies: 2
- Views: 2382
- Wed Jan 30, 2008 2:39 pm
- Forum: General Help (096)
- Topic: vender script help
- Replies: 7
- Views: 2040
- Tue Jan 29, 2008 4:11 pm
- Forum: Feature Request Archive
- Topic: Timer core control.
- Replies: 1
- Views: 1062
- Sat Jan 26, 2008 2:35 am
- Forum: General Help (096)
- Topic: vender script help
- Replies: 7
- Views: 2040
See what I did with your location check? Put it into a function, just return 0 if it's not a good location, return 1 if it is. use os; use uo; include "include/attributes"; program MakeVendor(mobile, deed) EraseObjProperty(mobile, "IsMeditating"); EraseObjProperty(mobile, "HealTimer"); if ( mobile.B...
- Fri Jan 25, 2008 11:09 am
- Forum: General Help (096)
- Topic: vender script help
- Replies: 7
- Views: 2040
This should work.... use os; use uo; include "include/attributes"; program MakeVendor(mobile, deed) EraseObjProperty(mobile, "IsMeditating"); EraseObjProperty(mobile, "HealTimer"); if ( mobile.Backpack != deed.Container ) SendSysMessage(mobile, "Aborted. That item must be in your backpack."); return...
- Fri Jan 18, 2008 5:46 am
- Forum: General Discussion
- Topic: Got bored, made an icon for POL
- Replies: 0
- Views: 1072
- Sun Jan 13, 2008 3:06 pm
- Forum: Feature Request Archive
- Topic: Cache Accounts.txt
- Replies: 3
- Views: 1594
I haven't seen it do that normally for regular refreshing. And if it does it's doing it really fast, lol. I've also had some cases where both .bak and .txt copies of accounts would both have wiped parts saved. Which would cause me to warp back a few days to the last manual backup. This hasn't happen...
- Tue Jan 08, 2008 3:23 pm
- Forum: Feature Request Archive
- Topic: Cache Accounts.txt
- Replies: 3
- Views: 1594
Cache Accounts.txt
Because POL seems to write to Accounts.txt every time a change is made if a crash occurs while pol is writing to accounts.txt; parts of accounts.txt gets wipped. And by crash I mean, my power went out...
And just to clarify, does POL write to accounts.txt everytime a change is made?
And just to clarify, does POL write to accounts.txt everytime a change is made?
- Mon Jan 07, 2008 11:02 am
- Forum: Distro Patch Submissions
- Topic: Addition to Include/arrays.inc
- Replies: 0
- Views: 2519
Addition to Include/arrays.inc
My SVN isn't working for whatever reason. Just added; Bubble_Sort_Array(byref data_array, pos) - For sorting arrays within arrays. Examples; Array{Array{value1, value2}} - Where pos = value2 would sort the array from min to max. Taken directly from 095 distro include/sorting.inc and fixed a bug were...
- Thu Jan 03, 2008 10:37 pm
- Forum: Bug Reports (097)
- Topic: POL097-2007-08-23 RC5 Coregina - CheckPassword problem?
- Replies: 1
- Views: 2133
POL097-2007-08-23 RC5 Coregina - CheckPassword problem?
I got this inside of my auto account packet hook script and it always fails. I tested inside a command and it worked. Maybe it being ran in a critical script is causing it to always fail? Might test that later, I'll report back if I ever do. var account := FindAccount(username); if ( account ) if ( ...
- Wed Jan 02, 2008 2:35 pm
- Forum: Feature Request Archive
- Topic: SYSEVENT_MERCHANT_SOLD?
- Replies: 2
- Views: 1405
SYSEVENT_MERCHANT_SOLD?
Maybe another struct member that has a reference to all the items sold to the player?
- Fri Dec 28, 2007 2:39 am
- Forum: POL Tools
- Topic: POL Module Updater
- Replies: 26
- Views: 14416
Just got done using it a few days ago, it's extremely handy and a lot faster than doing it by hand. Thanks for that, lol. Anyway, I had 1 problem with it, after it had finished and I went to compile all my scripts and noticed that it doesn't append the modules at the top of the file, like before any...
- Sun Dec 02, 2007 10:32 pm
- Forum: General Help (097)
- Topic: 0xF1 (UOGateway/UOConnect) core support
- Replies: 4
- Views: 2924
I don't much like UOConnect after I read a post muad made on their forums. I wont go into detail, but they seem like some cocky bastards. I mean, sure showing how many players you have online is cool. But we can do that with POL without any need for a dumbass packet UOC requires to have implemented ...
- Sun Dec 02, 2007 12:35 am
- Forum: General Discussion
- Topic: shard?
- Replies: 1
- Views: 1177
http://www.UnrealUO.com
All that stuffs allowed, just can't use injection to like lumberjack on invisible trees, etc.
All that stuffs allowed, just can't use injection to like lumberjack on invisible trees, etc.
- Wed Nov 28, 2007 9:52 pm
- Forum: General Discussion
- Topic: Little hand?
- Replies: 2
- Views: 1406
- Wed Nov 28, 2007 11:35 am
- Forum: General Discussion
- Topic: Little hand?
- Replies: 2
- Views: 1406
Little hand?
What I'm trying to do is make signatures for our shard, so players can show off their characters on the forums. But [img] wont display the image that my php script creates http://www.unrealuo.com/siggy.php?id=303498 id = is just the player's serial, so POL will know who's info to send. I know that t...
- Tue Nov 27, 2007 10:07 pm
- Forum: Scripting Help
- Topic: equipitem && strrequired
- Replies: 1
- Views: 797
- Wed Nov 21, 2007 10:19 pm
- Forum: General Help (096)
- Topic: uh yeah... weapons rant
- Replies: 5
- Views: 2204
When I set Delay to 10000 and set a little prop on the char swinging to tell how much time there was in between each swing, it only varied by 10-30MS. And I'm guessing that only delay_mod for 097 core effects that. So we could still do that, we'd just have to add Delay to all of our weapon entires a...
- Wed Nov 21, 2007 12:32 pm
- Forum: Feature Request Archive
- Topic: Attack delay - Calculating swing time
- Replies: 2
- Views: 1689
- Wed Nov 21, 2007 9:17 am
- Forum: General Help (096)
- Topic: uh yeah... weapons rant
- Replies: 5
- Views: 2204
- Wed Nov 21, 2007 12:49 am
- Forum: General Help (096)
- Topic: uh yeah... weapons rant
- Replies: 5
- Views: 2204
uh yeah... weapons rant
POL096-2006-06-02 RC3 Vestal Virgin I set CFG option for a weapon: Speed 50 Delay 10000 My test characters dexterity is 100. I put in a little code into my attackhook to tell me how much time(in MS) there was in between attack swings. The results were; 10000(Give or take 10-30 MS) Now I was praying...