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Messages - Craig

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1
Ideas / Re: people to have their 360 demis unlocked for pc
« on: February 21, 2017, 10:14:58 PM »
The PC version will not load any Skill XP or unlock data from an Xbox file. Only Robotic and Wraith are hardcoded, so they will transfer over (once the Steam IDs have been verified).

2
Questions and Answers / Re: Help with atm script
« on: February 20, 2017, 07:50:47 PM »
You could put the balance amount directly in the menu item text.

Menu [[ATM]] [[Withdraw][Bank\Withdraw]] [[Deposit][Bank\Deposit]] [[Balance: [history:bank balance]][]]

3
General Discussion / Re: P.I - Private investigator award
« on: February 20, 2017, 01:04:52 AM »
sorry I am not full english

Im 0% English. Viva La Revolution!
Spoiler for Hidden Content:

Sure you don't. That's why you don't represent all 13 of them on your flag.  ;)
That declared independence from Great Britain. ;)

4
Graphics / Re: GK's Forum Award Replacer!
« on: February 16, 2017, 02:43:32 AM »
With the announced and innevitable 4 Year award, I've decided to prepare already. ;)

That text is not well center justified... :p

That's your biggest issue with it?  :P
gk sees no issue with it
Alright. In the future when someone asks 'Why is the text on the 4 year award not well center justified, it looks like it was justified by a 4 year old." I'll reply GK made it and GK has no issue with it, and neither does Fuertey apparantly.

5
Graphics / Re: GK's Forum Award Replacer!
« on: February 16, 2017, 01:43:33 AM »
With the announced and innevitable 4 Year award, I've decided to prepare already. ;)

That text is not well center justified... :p

6
Bug Reports [Retail] / Re: Variables Issue
« on: February 14, 2017, 08:31:34 PM »
Is it possible that the problem lies in networking the history change to the host?

Perhaps he isn't always receiving the history change due to a networking problem.

Since he changed it to a looping sell script, It means there are more history changes that are being sent out. Since there are more pings being sent out, If a few of them don't make it through, It won't make as much of an impact as if the entire history change didn't make it through.

Yes if there is no problem with the scripts themselves (i.e. history being reset accidently with bad logic), then the problem lies with networking. The best way to confirm that is showing the history values on the screen on both the remotes and host and seeing if they differ.

How would you do that? There's no way to see what is happening on the other person's machine.
You ask them..

7
Bug Reports [Retail] / Re: Variables Issue
« on: February 14, 2017, 06:34:47 PM »
Is it possible that the problem lies in networking the history change to the host?

Perhaps he isn't always receiving the history change due to a networking problem.

Since he changed it to a looping sell script, It means there are more history changes that are being sent out. Since there are more pings being sent out, If a few of them don't make it through, It won't make as much of an impact as if the entire history change didn't make it through.

Yes if there is no problem with the scripts themselves (i.e. history being reset accidently with bad logic), then the problem lies with networking. The best way to confirm that is showing the history values on the screen on both the remotes and host and seeing if they differ.

8
Bug Reports [Retail] / Re: Variables Issue
« on: February 14, 2017, 06:17:09 PM »
Did you change the PlayerJoins script when changing from the vars to looping method? Or does it remain unchanged regardless of which method you use?

If you change this notify:
 Notify [[Sell] Bolts received.] [local] [0,0,0]
to:
Notify [[Sell] Bolts received. You now have [history:bolts] Bolts.] [local] [0,0,0]

Does the 'you now have x bolts' part of the notification always show the correct quantity?
If it does, then the history has the correct quantity and the problem is with the history, not vars.

9
Bug Reports [Retail] / Re: Variables Issue
« on: February 14, 2017, 05:59:22 PM »
The Join script is nothing more than resetting histories
That's what I suspected and am wondering if the problem lies there.

I don't know what you mean by "no bearing on the persistent storage of history."
I mean the problem you're describing appears to be a problem with history values being reset or lost. That's to do with history, not vars.

10
Bug Reports [Retail] / Re: Variables Issue
« on: February 14, 2017, 05:44:06 PM »
I'm 100% sure vars at not at fault here, you're just using them as a calculator and they have no bearing on the persistent storage of history.

The fault may be in your player joins script. Can you post that?

11
Bug Reports [Retail] / Re: Variables Issue
« on: February 14, 2017, 02:07:07 AM »
Can you show us the history command, or better, the entire script?

12
Ideas / Re: Bool
« on: February 10, 2017, 12:33:00 AM »
I think he wants bools as a local type thing, history is throughout all scripts, but you could just make something like..var [bool] = [1]

Really?

an addition to scripting which replaces the history binary method. which is where if you wanted something to equal true you'd change the history to 1
this could be held in the historys folder or it's own separate Bools folder

No. Clearly the example in the OP requires history persistence.

13
Guides / Re: Console Command Documentation
« on: February 09, 2017, 06:03:59 PM »
list: List various game information.

list -i -m -p -pe -s -tp -z [pattern]

-i   -- list all items in the current players inventory.
-m   -- list map markers.
-mg  -- list map grave markers.
-p   -- list all players in the world.
-pe  -- list the current players permissions.
-s   -- list scripts.
-tp  -- list the current players teleport points.
-z   -- list zones.

[pattern] -- any output that does not start with pattern is ignored.
             e.g. list -i sa  -- list all items in inventory that start with 'sa'
                  list -p j  -- list all players whose name starts with 'j'

14
Ideas / Re: Bool
« on: February 09, 2017, 05:29:16 PM »
You can do this now:

history [name] // create history
history [name] [delete] // delete history

if
   hashistory [name]   // [true] is optional/default
then
   // we have the history

or

if
   hashistory [name] [false]
then
   // we don't have the history


So I don't see the need for separate bool support as the current syntax is basically identical.

15
Guides / Re: Console Command Documentation
« on: February 09, 2017, 03:59:04 AM »
kill: Kill the current player, all NPCs or all NPCs of a type.

kill -a -p [npctype]

-a  -- kill all NPCs.
-p  -- kill the current player
[npctype]  -- kill all NPCs of this type.

Examples:
kill -a  -- this will kill all NPCs.
kill -p  -- this will kill the current player.
kill goblin  -- this will kill all goblins.

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