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 Post subject: Item Type Issue
PostPosted: Sun Oct 19, 2008 10:45 pm 
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Ok I noticed a issue with a part of MS3.0.3 and MSE(the one I use) It's that when you click optItem, it does not actually set a item on the ground, can't pick it up and can't see it. Any suggestions? No I have not edited my item types or anything.


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 Post subject: Re: Item Type Issue
PostPosted: Sun Oct 19, 2008 10:50 pm 
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Respawn the map.


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 Post subject: Re: Item Type Issue
PostPosted: Sun Oct 19, 2008 10:53 pm 
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I tried that, and I tried rebooting the server, that did not work either...


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 Post subject: Re: Item Type Issue
PostPosted: Sun Oct 19, 2008 10:55 pm 
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Yeah, I noticed this for MS4 as well. After rebooting the server, the item will appear, but that's really inconvenient. :|

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 Post subject: Re: Item Type Issue
PostPosted: Sun Oct 19, 2008 10:57 pm 
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Place the item. Send the map. Type /respawn.


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 Post subject: Re: Item Type Issue
PostPosted: Sun Oct 19, 2008 11:07 pm 
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I tried that it did not work.


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 Post subject: Re: Item Type Issue
PostPosted: Sun Oct 19, 2008 11:10 pm 
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Try adding the respawn call to the packet that sends or saves the edit. Or add to the Send code on the btnOK on mapeditor
Code:
packet = &SEP_CHAR & RESPAWN & SEP_CHAR & END_CHAR
see if something like that works.

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 Post subject: Re: Item Type Issue
PostPosted: Sun Oct 19, 2008 11:18 pm 
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I just tried that Dark and it does not work.


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 Post subject: Re: Item Type Issue
PostPosted: Sun Oct 19, 2008 11:20 pm 
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packet = &SEP_CHAR & RESPAWN & SEP_CHAR & END_CHAR
Call SendData(Packet)

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 Post subject: Re: Item Type Issue
PostPosted: Sun Oct 19, 2008 11:31 pm 
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Sonire which do you think he should have that added to, the button or the packet?

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 Post subject: Re: Item Type Issue
PostPosted: Sun Oct 19, 2008 11:33 pm 
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The button. For it to work properly, those two lines should be the last two lines in the button's code.

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 Post subject: Re: Item Type Issue
PostPosted: Mon Oct 20, 2008 5:57 pm 
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By the way, just so you are aware it does not work unless you add another if statement, and Shadow the reload system does work, just do it and should do it if not pardon my wording but you fucked something up.

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 Post subject: Re: Item Type Issue
PostPosted: Mon Oct 20, 2008 11:11 pm 
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He could also just be using the default blank sprite, which would cause him to not be able to see it after he respawns the map. I had the same problem, more so because I'm to lazy to change my item sprites.


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 Post subject: Re: Item Type Issue
PostPosted: Tue Oct 21, 2008 12:03 am 
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Wouldn't surprise me if that is his problem, he is slightly slow when it comes to that, try some pot might help.

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 Post subject: Re: Item Type Issue
PostPosted: Tue Oct 21, 2008 7:20 pm 
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I tried it out on ms4 and ms3.0.3 he's just being a idiot, so do not worry about it DFA

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 Post subject: Re: Item Type Issue
PostPosted: Tue Oct 21, 2008 7:30 pm 
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No it is an error. I have to type /respawn for it to update the items, which shouldn't have to be done.

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 Post subject: Re: Item Type Issue
PostPosted: Tue Oct 21, 2008 7:46 pm 
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It's an easy fix. One that is easy, but perhaps not the best way of doing it, is to make it respawn, when you click send, from mapeditor

Code:
Private Sub cmdSend_Click()
    Call MapEditorSend
    Call SendMapRespawn
End Sub


Is what I put. Works fine.

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 Post subject: Re: Item Type Issue
PostPosted: Tue Oct 21, 2008 7:51 pm 
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Yeah but that's not how it should be done :D I'll take a look at it.

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 Post subject: Re: Item Type Issue
PostPosted: Tue Oct 21, 2008 8:49 pm 
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I your that worried about it why not add something that calls the respawn the button or add it to the updatemap packet type that call the reload of the map.

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 Post subject: Re: Item Type Issue
PostPosted: Tue Oct 21, 2008 8:58 pm 
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Because that's not the root of a problem, but merely a temporary solution.

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 Post subject: Re: Item Type Issue
PostPosted: Tue Oct 21, 2008 9:50 pm 
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I fixed it for MS 3.59.

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 Post subject: Re: Item Type Issue
PostPosted: Tue Oct 21, 2008 10:10 pm 
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If it's fixed in 3.59 why not just post the fix?

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 Post subject: Re: Item Type Issue
PostPosted: Tue Oct 21, 2008 10:14 pm 
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Code:
Function CanAttackPlayer(ByVal Attacker As Long, ByVal Victim As Long) As Boolean

    CanAttackPlayer = False

    ' Check attack timer
    If GetTickCount < TempPlayer(Attacker).AttackTimer + 1000 Then Exit Function
   
    ' Check for subscript out of range
    If Not IsPlaying(Victim) Then Exit Function

    ' Make sure they are on the same map
    If Not GetPlayerMap(Attacker) = GetPlayerMap(Victim) Then Exit Function
       
    ' Make sure we dont attack the player if they are switching maps
    If TempPlayer(Victim).GettingMap = YES Then Exit Function
   
    ' Check if at same coordinates
    Select Case GetPlayerDir(Attacker)
        Case DIR_UP
            If Not ((GetPlayerY(Victim) + 1 = GetPlayerY(Attacker)) And (GetPlayerX(Victim) = GetPlayerX(Attacker))) Then Exit Function
        Case DIR_DOWN
            If Not ((GetPlayerY(Victim) - 1 = GetPlayerY(Attacker)) And (GetPlayerX(Victim) = GetPlayerX(Attacker))) Then Exit Function
        Case DIR_LEFT
            If Not ((GetPlayerY(Victim) = GetPlayerY(Attacker)) And (GetPlayerX(Victim) + 1 = GetPlayerX(Attacker))) Then Exit Function
        Case DIR_RIGHT
            If Not ((GetPlayerY(Victim) = GetPlayerY(Attacker)) And (GetPlayerX(Victim) - 1 = GetPlayerX(Attacker))) Then Exit Function
        Case Else
            Exit Function
    End Select
   
    ' Check if map is attackable
    If Not Map(GetPlayerMap(Attacker)).Moral = MAP_MORAL_NONE Then
        If GetPlayerPK(Victim) = NO Then
            Call PlayerMsg(Attacker, "This is a safe zone!", BrightRed)
            Exit Function
        End If
    End If
   
    ' Make sure they have more then 0 hp
    If GetPlayerVital(Victim, Vitals.HP) <= 0 Then Exit Function
   
    ' Check to make sure that they dont have access
    If GetPlayerAccess(Attacker) > ADMIN_MONITOR Then
        Call PlayerMsg(Attacker, "You cannot attack any player for thou art an admin!", BrightBlue)
        Exit Function
    End If

    ' Check to make sure the victim isn't an admin
    If GetPlayerAccess(Victim) > ADMIN_MONITOR Then
        Call PlayerMsg(Attacker, "You cannot attack " & GetPlayerName(Victim) & "!", BrightRed)
        Exit Function
    End If

    ' Make sure attacker is high enough level
    If GetPlayerLevel(Attacker) < 10 Then
        Call PlayerMsg(Attacker, "You are below level 10, you cannot attack another player yet!", BrightRed)
        Exit Function
    End If
   
    ' Make sure victim is high enough level
    If GetPlayerLevel(Victim) < 10 Then
        Call PlayerMsg(Attacker, GetPlayerName(Victim) & " is below level 10, you cannot attack this player yet!", BrightRed)
        Exit Function
    End If
   
    CanAttackPlayer = True

End Function

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 Post subject: Re: Item Type Issue
PostPosted: Mon Dec 13, 2021 7:31 pm 
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 Post subject: Re: Item Type Issue
PostPosted: Thu Feb 10, 2022 12:25 am 
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