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Item Type Issue http://web.miragesource.net/forums/viewtopic.php?f=201&t=4594 |
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Author: | Shadow Dragon [ Sun Oct 19, 2008 10:45 pm ] |
Post subject: | Item Type Issue |
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. |
Author: | Mattyw [ Sun Oct 19, 2008 10:50 pm ] |
Post subject: | Re: Item Type Issue |
Respawn the map. |
Author: | Shadow Dragon [ Sun Oct 19, 2008 10:53 pm ] |
Post subject: | Re: Item Type Issue |
I tried that, and I tried rebooting the server, that did not work either... |
Author: | Nean [ Sun Oct 19, 2008 10:55 pm ] |
Post subject: | Re: Item Type Issue |
Yeah, I noticed this for MS4 as well. After rebooting the server, the item will appear, but that's really inconvenient. |
Author: | Jacob [ Sun Oct 19, 2008 10:57 pm ] |
Post subject: | Re: Item Type Issue |
Place the item. Send the map. Type /respawn. |
Author: | Shadow Dragon [ Sun Oct 19, 2008 11:07 pm ] |
Post subject: | Re: Item Type Issue |
I tried that it did not work. |
Author: | DarkX [ Sun Oct 19, 2008 11:10 pm ] |
Post subject: | Re: Item Type Issue |
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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Author: | Shadow Dragon [ Sun Oct 19, 2008 11:18 pm ] |
Post subject: | Re: Item Type Issue |
I just tried that Dark and it does not work. |
Author: | Rian [ Sun Oct 19, 2008 11:20 pm ] |
Post subject: | Re: Item Type Issue |
packet = &SEP_CHAR & RESPAWN & SEP_CHAR & END_CHAR Call SendData(Packet) |
Author: | DarkX [ Sun Oct 19, 2008 11:31 pm ] |
Post subject: | Re: Item Type Issue |
Sonire which do you think he should have that added to, the button or the packet? |
Author: | Rian [ Sun Oct 19, 2008 11:33 pm ] |
Post subject: | Re: Item Type Issue |
The button. For it to work properly, those two lines should be the last two lines in the button's code. |
Author: | DarkX [ Mon Oct 20, 2008 5:57 pm ] |
Post subject: | Re: Item Type Issue |
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. |
Author: | deathknight [ Mon Oct 20, 2008 11:11 pm ] |
Post subject: | Re: Item Type Issue |
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. |
Author: | DarkX [ Tue Oct 21, 2008 12:03 am ] |
Post subject: | Re: Item Type Issue |
Wouldn't surprise me if that is his problem, he is slightly slow when it comes to that, try some pot might help. |
Author: | DarkX [ Tue Oct 21, 2008 7:20 pm ] |
Post subject: | Re: Item Type Issue |
I tried it out on ms4 and ms3.0.3 he's just being a idiot, so do not worry about it DFA |
Author: | GIAKEN [ Tue Oct 21, 2008 7:30 pm ] |
Post subject: | Re: Item Type Issue |
No it is an error. I have to type /respawn for it to update the items, which shouldn't have to be done. |
Author: | Nean [ Tue Oct 21, 2008 7:46 pm ] |
Post subject: | Re: Item Type Issue |
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. |
Author: | GIAKEN [ Tue Oct 21, 2008 7:51 pm ] |
Post subject: | Re: Item Type Issue |
Yeah but that's not how it should be done I'll take a look at it. |
Author: | DarkX [ Tue Oct 21, 2008 8:49 pm ] |
Post subject: | Re: Item Type Issue |
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. |
Author: | Rian [ Tue Oct 21, 2008 8:58 pm ] |
Post subject: | Re: Item Type Issue |
Because that's not the root of a problem, but merely a temporary solution. |
Author: | GIAKEN [ Tue Oct 21, 2008 9:50 pm ] |
Post subject: | Re: Item Type Issue |
I fixed it for MS 3.59. |
Author: | DarkX [ Tue Oct 21, 2008 10:10 pm ] |
Post subject: | Re: Item Type Issue |
If it's fixed in 3.59 why not just post the fix? |
Author: | GIAKEN [ Tue Oct 21, 2008 10:14 pm ] |
Post subject: | Re: Item Type Issue |
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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