Search found 1093 matches

by CWO
Tue Oct 25, 2016 10:35 pm
Forum: Current stable release (099)
Topic: New Core Builds are available.
Replies: 11
Views: 7787

Re: New Core Builds are available.

I had vs 2015 community edition on Win 7 so it does work.
by CWO
Sun Oct 23, 2016 3:23 am
Forum: General Discussion
Topic: Close life bar when out the line of sight
Replies: 14
Views: 9102

Re: Close life bar when out the line of sight

I don't think this is possible because these bars are handled on the client side and aren't even known by the server.
by CWO
Fri Sep 30, 2016 12:03 am
Forum: Contributed Scripts & Packages
Topic: Combat Book Packethook [0xD7]
Replies: 7
Views: 9072

Re: Combat Book Packethook [0xD7]

This code really doesn't do anything other than setting a prop with the ability ID number. You have to change your own hitscripts to read the ID number, act on it however you want to, then delete the prop which the inc file has the function to do.
by CWO
Sun Sep 18, 2016 6:35 pm
Forum: Current stable release (099)
Topic: SYSEVENT_ENTERED_AREA on item control script
Replies: 9
Views: 7543

Re: SYSEVENT_ENTERED_AREA on item control script

What's the range that you want to search, how many of these items would exist, and how instant does the reaction need to be? You can probably pull it off using ListMobilesNearLocation with about a second or two of sleep between checks.
by CWO
Wed Aug 10, 2016 10:54 pm
Forum: Bug Reports & Feature Requests
Topic: Documentation error, or intentional?
Replies: 3
Views: 2863

Re: Documentation error, or intentional?

Now that you mention it, the documentation also lists client.acctname as Type "Account" but describes it as a string for the account name.
by CWO
Wed Aug 10, 2016 10:49 pm
Forum: Bug Reports & Feature Requests
Topic: character.connected versus character.ip (or character.client.ip)
Replies: 2
Views: 2835

Re: character.connected versus character.ip (or character.client.ip)

I'm sure if you've always used character.ip, it should work fine for you. Character.connected was specifically added to check to test if the client is still connected. It will be immediately set to 0 as soon as they disconnect even if they are lingering in the world for an amount of time after loggi...
by CWO
Wed Aug 10, 2016 6:47 am
Forum: Scripting Help
Topic: Having a problem with CreateNPCFromTemplate properties.
Replies: 3
Views: 2805

Re: Having a problem with CreateNPCFromTemplate properties.

Check your NPC's script for setup parameters. Many of them set parameters randomly inside the script when first created.
by CWO
Mon Jun 13, 2016 8:22 pm
Forum: General Discussion
Topic: Where is the newest distro files at?
Replies: 2
Views: 2424

Re: Where is the newest distro files at?

I would probably start here. Yukiko would know more about that than I would though. Since most people who use POL already have established shard scriptbases, there hasn't been much work on the distro end. Yukiko has done the most recent work that I know of in the last year.
by CWO
Sun Jun 12, 2016 7:26 pm
Forum: General Discussion
Topic: Adding more maps
Replies: 1
Views: 1912

Re: Adding more maps

It may have changed in the years I've been away but I believe the number of maps and their dimensions is restricted by the client so POL would have no way of bypassing it.
by CWO
Sun Jun 12, 2016 7:24 pm
Forum: General Discussion
Topic: Some *.ecl don't compile
Replies: 2
Views: 2249

Re: Some *.ecl don't compile

is there a pkg.cfg in those paths? Is the right pkg name listed inside the config? Is it enabled? Have you recently upgraded your POL core? If so, have you forcefully recompiled (ecompile -f or deleted all ecl files and recompiled) with the new ecompile that came along with that core? Is PackageRoot...
by CWO
Wed Jun 01, 2016 6:59 pm
Forum: Development Discussion
Topic: new cprop
Replies: 6
Views: 5018

Re: new cprop

foreach acctname in ListAccounts() returns only the account names so you need to run the acctname through FindAccount(acctname); to get the actual account itself where you can get your props. foreach acctname in ListAccounts() var account := FindAccount(acctname); if (account.getProp("UoBase&qu...
by CWO
Tue May 17, 2016 1:01 pm
Forum: Rants
Topic: The greatest game development idea ever (at least when I was drunk it was)
Replies: 5
Views: 7393

Re: The greatest game development idea ever (at least when I was drunk it was)

Why would I submit it to Origin? The whole point of the conversation was to break away from EA/Origin and be an indie developer. I wouldn't want to be stuck around the UO team anyway. I can't imagine they're that far from being the next team axed by EA. Almost 20 years of development on a game will ...
by CWO
Mon May 16, 2016 11:56 pm
Forum: Rants
Topic: The greatest game development idea ever (at least when I was drunk it was)
Replies: 5
Views: 7393

The greatest game development idea ever (at least when I was drunk it was)

So I was out drinking on Saturday night with an old friend of mine, a former co-worker who also played on my shard years ago before it shut down. We brought up UO and POL and all the fun we had back then. I would create stuff on a development shard, we would vigorously test it and I would eventually...
by CWO
Sun May 01, 2016 1:53 pm
Forum: General Help (096)
Topic: ICP?
Replies: 6
Views: 7082

Re: ICP?

If I remember correctly, icp.cfg was part of a system on an old distro and has no use for anything else but that distro system so the only people who would know anything about it would be those experienced in that flavor of the distro scriptset.
by CWO
Sun May 01, 2016 1:46 pm
Forum: Scripting Help
Topic: character_name speaking w/ color 0x34
Replies: 4
Views: 3677

Re: character_name speaking w/ color 0x34

Not sure about that one. I pulled up an old packethook I had for speech and it defined an acceptable range between 2 and 1001. This snippet is from years ago on POL096 but I'll paste it in case it helps you track it down. This was part of my 0xAD packethook. The actual reason for this color check in...
by CWO
Thu Jan 14, 2016 3:26 pm
Forum: Scripting Help
Topic: OpenConnection
Replies: 3
Views: 3141

Re: OpenConnection

From the looks of it and from what's mentioned in the core-changes.txt at the time it was implemented, this looks like the same thing as an AUX connection except POL initiates the connection instead of the outside source.
by CWO
Sun Dec 27, 2015 1:13 am
Forum: General Discussion
Topic: TeamSpeak
Replies: 14
Views: 10588

Re: TeamSpeak

Well, the teamspeak bot needs to initiate the connection to POL through the configured AUX port ( auxsvc.cfg ). From there, the POL script is fired. The POL script could send strings to the teamspeak bot that the bot will process as commands, it can also receive commands from the teamspeak bot if ne...
by CWO
Fri Dec 25, 2015 12:19 pm
Forum: General Discussion
Topic: TeamSpeak
Replies: 14
Views: 10588

Re: TeamSpeak

You can probably pull this off by scripting a Teamspeak bot and use the POL AUX interface. I used to have an mIRC bot that you could do quite a few things on like create accounts, get info on players and server statistics.
by CWO
Tue Oct 27, 2015 7:18 am
Forum: Bug Reports & Feature Requests
Topic: Problems with the PlayMovingEffect spell Meteor Swarm :(
Replies: 3
Views: 3277

Re: Problems with the PlayMovingEffect spell Meteor Swarm :(

Wait... I just looked up the documentation... This is very likely erroring... The 0x3C30 is in the "loop" parameter which should only be from 0-255. 0x36d4 is the correct effect and it's in the correct spot. Try changing 0x3C30 on both lines to 0 and see what happens. PlayMovingEffectXYZ( ...
by CWO
Tue Oct 27, 2015 7:12 am
Forum: Bug Reports & Feature Requests
Topic: Problems with the PlayMovingEffect spell Meteor Swarm :(
Replies: 3
Views: 3277

Re: Problems with the PlayMovingEffect spell Meteor Swarm :(

This is not due to client.inc. The script isn't calling GRAPHIC_FIRE at all, it's just using 0x3C30 directly which is fine. If it was a missing declaration in client.inc, the script would have never compiled due to an undeclared variable. Are the sound effects playing correctly? If the PlayMovingEff...
by CWO
Fri Oct 23, 2015 2:45 am
Forum: General Discussion
Topic: Updating Item's behaviour
Replies: 6
Views: 3943

Re: Updating Item's behaviour

Are you doing an item use script? If so, it should update after compiling and unloading. Are you sure you're updating the correct script? Have you tried just a simple SendSysMessage(who, "test"); in the beginning of the script just to see if it's doing anything? If you're redoing gumps/men...
by CWO
Thu Oct 22, 2015 11:38 pm
Forum: General Discussion
Topic: Updating Item's behaviour
Replies: 6
Views: 3943

Re: Updating Item's behaviour

You wouldn't need to restart if it's just a use script. Just unload the old script. Unless you changed the itemdesc.cfg entry which would require a restart.
by CWO
Wed Oct 21, 2015 6:01 pm
Forum: General Discussion
Topic: POL 099 mechanics overview
Replies: 5
Views: 4395

Re: POL 099 mechanics overview

You can script and customize every single thing you just asked. POL doesn't have much of anything hardcoded. It'll all be dependent on what scriptbase you start with and what you decide to do with said scriptbase since you can literally rewrite every system in it to do what you please. And all of th...
by CWO
Mon Oct 19, 2015 5:45 pm
Forum: General Discussion
Topic: clients issue
Replies: 28
Views: 14264

Re: clients issue

bodom make a new text file and just put that loginserver info as the only text in it. Then save it as login.cfg (make sure it's .cfg and not .cfg.txt or something similar) atreiu I'm not sure I can help you with the enhanced client stuff since I haven't dealt with POL or UO in about 6 years. The las...
by CWO
Sun Oct 18, 2015 4:41 am
Forum: General Discussion
Topic: clients issue
Replies: 28
Views: 14264

Re: clients issue

open login.cfg and enter your LAN address as the loginserver.

For instance, if your server is located at the IP: 192.168.0.2 and the port POL is listening on is 5002, you'll have:

Code: Select all

LoginServer=192.168.0.2,5002