Search found 596 matches
- Thu Jul 27, 2017 9:32 am
- Forum: Scripting Help
- Topic: extend default class ?
- Replies: 14
- Views: 8676
Re: extend default class ?
Mmmh 02-03-2010 Turley: Added: MethodScript support for mobiles NPC: npcdesc.cfg MethodScript entry Character: uoclient.cfg section "General" MethodScript entry :P items/multis in itemdesc.cfg per objtype NPC in npcdesc.cfg per template Character generally in uoclient.cfg What is/was under...
- Sun Jul 16, 2017 9:18 am
- Forum: Current stable release (099)
- Topic: New [unofficial] POL-CORE fork - 2017
- Replies: 15
- Views: 10283
Re: New [unofficial] POL-CORE fork - 2017
I would say the biggest time killer is my 1.5 year old little girl
And yes I would say in IRC your chances are almost 0%
And yes I would say in IRC your chances are almost 0%
- Sat Jul 15, 2017 11:21 pm
- Forum: Current stable release (099)
- Topic: New [unofficial] POL-CORE fork - 2017
- Replies: 15
- Views: 10283
- Tue Jun 20, 2017 11:26 am
- Forum: UOFiddler
- Topic: Looking for graphic animations inside groups.
- Replies: 1
- Views: 4409
Re: Looking for graphic animations inside groups.
You missunderstood how graphic and animations work.
There is no graphic for eg Attack2 it is an animation. You can define eg AttackAnimation in the npcdesc and the core will handle that for you.
There is no graphic for eg Attack2 it is an animation. You can define eg AttackAnimation in the npcdesc and the core will handle that for you.
- Fri Jun 16, 2017 8:58 am
- Forum: Scripting Help
- Topic: What is wrong?
- Replies: 13
- Views: 6601
Re: What is wrong?
A start.src is called critical. Which means all sleeps are ignored. Plus each db query simply block your complete shard since they need time.
To sum it up never ever try to connect or query something in a critical script basically it's a bug that we even allow it
To sum it up never ever try to connect or query something in a critical script basically it's a bug that we even allow it
- Wed Jun 14, 2017 9:08 am
- Forum: Scripting Help
- Topic: What is wrong?
- Replies: 13
- Views: 6601
Re: What is wrong?
How do you start the script? I would search there for the reason why the sleeps are not working.
- Sat Jun 10, 2017 9:31 am
- Forum: Scripting Help
- Topic: Walkon script member
- Replies: 4
- Views: 3203
Re: Walkon script member
I don't think there is a specific member. But I would anyway suggest to create items via GetItemDescriptor if multiple properties need to be changed, since you can define them before creating. And this way you should also be able to define a custom walk-on entry.
- Fri Jun 09, 2017 9:14 am
- Forum: Development Discussion
- Topic: New features added to banker AI in the Distro-Alt
- Replies: 5
- Views: 4485
Re: New features added to banker AI in the Distro-Alt
About the font style have you tried one of <B></B> <BIG></BIG> <SMALL></SMALL> <EM></EM> <I></I> <U></U> <H1></H1> <H2></H2> <H3></H3> <H4></H4> <H5></H5> <H6></H6> <BASEFONT size=1-7> ? Cannot remember if these all only change the size of the same font.
- Thu Jun 08, 2017 10:07 am
- Forum: Scripting Help
- Topic: A question about How touse Cliloc in GUMP
- Replies: 9
- Views: 5253
Re: A question about How touse Cliloc in GUMP
It not only seems to be same it is the same, since this is 100% of how the client gets the gump send.
I personally prefere the raw style to build a gump instead of using eg the distro functions. I don't get why I should call a function which simply joins all arguments
I personally prefere the raw style to build a gump instead of using eg the distro functions. I don't get why I should call a function which simply joins all arguments
- Wed May 24, 2017 12:20 pm
- Forum: Bug Reports & Feature Requests
- Topic: animxlate.cfg
- Replies: 6
- Views: 5027
Re: animxlate.cfg
Depends on the number of defined animations, but i guess it's a human shape and thus 34 animations.
- Sat May 13, 2017 9:00 pm
- Forum: Bug Reports & Feature Requests
- Topic: Tiles and Landtiles
- Replies: 12
- Views: 7228
Re: Tiles and Landtiles
ListStaticsAtLocation for example like I told you before :p
- Sat May 13, 2017 3:48 pm
- Forum: Bug Reports & Feature Requests
- Topic: Tiles and Landtiles
- Replies: 12
- Views: 7228
Re: Tiles and Landtiles
Like I said before you cannot just check the landtiles you need to also check the statics.
GetMapHeight does not give you always the max z, there is no logic inside it just returns how your map looks like. Only one landtile can exist per coordinate, that's how the mapfiles work.
GetMapHeight does not give you always the max z, there is no logic inside it just returns how your map looks like. Only one landtile can exist per coordinate, that's how the mapfiles work.
- Sat May 13, 2017 4:27 am
- Forum: Bug Reports & Feature Requests
- Topic: Tiles and Landtiles
- Replies: 12
- Views: 7228
Re: Tiles and Landtiles
You should reread the documentation. There is nothing in common between getMapInfo and GetStandingHeight. GetMapInfo gives you just the map information (map.mul) for given location. GetStaticsAt* gives you the static information (statics*.mul). GetStandingHeight returns you the lowest possible z whe...
- Wed May 10, 2017 1:51 am
- Forum: Bug Reports & Feature Requests
- Topic: A possible bug with fileaccess.cfg
- Replies: 10
- Views: 6186
Re: A possible bug with fileaccess.cfg
Sorry I'm currently working for 2 weeks in Japan. I think I have to test it myself to understand the problem. Currently it's a bit unclear why this happens, maybe a bug in the core or we oversee something.
- Sun Apr 30, 2017 2:09 am
- Forum: Bug Reports & Feature Requests
- Topic: A possible bug with fileaccess.cfg
- Replies: 10
- Views: 6186
Re: A possible bug with fileaccess.cfg
Mmmh can you post the content of the pkg.cfg where the command exists in?
- Fri Apr 28, 2017 12:38 pm
- Forum: Current stable release (099)
- Topic: mySQL compilation error
- Replies: 15
- Views: 9153
Re: mySQL compilation error
Please clean the cmake cache again and post the complete log of the building process.
- Fri Apr 28, 2017 12:24 pm
- Forum: Current stable release (099)
- Topic: mySQL compilation error
- Replies: 15
- Views: 9153
Re: mySQL compilation error
Mmmh check if you compile the 64bit Version of the core. If you would compile the 32bit version this would fail since you only have 64bit installed.
And initially cmake failed to find the include, what did you change?
And initially cmake failed to find the include, what did you change?
- Fri Apr 28, 2017 11:04 am
- Forum: Current stable release (099)
- Topic: mySQL compilation error
- Replies: 15
- Views: 9153
Re: mySQL compilation error
I think that's the wrong package you installed.
mysql-client libmysqlclient-dev
Is atleast what we added to the prepareMachine.sh for vagrant
mysql-client libmysqlclient-dev
Is atleast what we added to the prepareMachine.sh for vagrant
- Fri Apr 28, 2017 9:52 am
- Forum: Scripting Help
- Topic: exported function and "by ref"
- Replies: 9
- Views: 4860
Re: exported function and "by ref"
Object references are not expensive to copy, as the name states it's a reference ;) thus they also behave different from the primitive types. You don't get a second character in game by passing the script object into a function :p Since it's just a reference copying this (pass by value) should be of...
- Fri Apr 28, 2017 9:25 am
- Forum: Current stable release (099)
- Topic: mySQL compilation error
- Replies: 15
- Views: 9153
Re: mySQL compilation error
From the readme: Minimum compiler version: GCC 4.9 or LLVM/Clang 3.5. For compiling with GCC 4.7 and 4.8, please see the Advanced Compiling section on how to enable USE_BOOST_REGEX=1 Gcc 4.7 and 4.8 had a bug in their c++11 regex implementation. I would recommend to update your compiler, only if thi...
- Thu Apr 27, 2017 11:07 am
- Forum: Bug Reports & Feature Requests
- Topic: Buylist / Target bug
- Replies: 5
- Views: 3920
Re: Buylist / Target bug
I try to summarise what i saw please correct me if I'm wrong. Player 1 opens buy window Player 2 also Player 2 buys the item Player 1 uses target() and clicks onto the (now bought from player 2) item in the buy window Player 1 has now a listing of the backback content in the buy window. If that's co...
- Wed Apr 26, 2017 11:08 am
- Forum: Scripting Help
- Topic: exported function and "by ref"
- Replies: 9
- Views: 4860
Re: exported function and "by ref"
Don't think about RAM usage due to missing byrefs instead consider the CPU overhead which you pay due to the copy operation. A copy is not for free it takes time, of cause for small objects this is nothing measurable. But if you start to transfer structures this will be measurable. In modern times t...
- Tue Apr 25, 2017 11:59 am
- Forum: Scripting Help
- Topic: Mounts..
- Replies: 40
- Views: 23831
Re: Mounts..
There is nothing magic inside the server based on the uoconvert.cfg. these entries just force the specific layer 25 plus the equipable flag for these items. (If your tiledata.mul already contains these settings this is practically unnecessary) That means that no further special handling in the core ...
- Fri Apr 21, 2017 3:29 am
- Forum: Bug Reports & Feature Requests
- Topic: Tiles and Landtiles
- Replies: 12
- Views: 7228
Re: Tiles and Landtiles
I guess at this position its wrong to check the landtile, you need to search for a static.
Add a print of ListStaticsAtLocation to know for sure.
Add a print of ListStaticsAtLocation to know for sure.
- Sun Mar 19, 2017 2:13 am
- Forum: Current stable release (099)
- Topic: Character...tried to drop item..., but had not gotten an item.
- Replies: 26
- Views: 16569
Re: Character...tried to drop item..., but had not gotten an item.
I would suggest instead of modifying the core to simply add a packethook for the droppacket and do the tests there. Something like: Exported Function CheckDrop(char, ByRef packet) var serial := packet.getint32(1); var inhand := char.getgottenitem(); If (serial and inhand and inhand.serial == serial)...