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Item Type Issue - Printable Version +- Mirage Source (https://mirage-engine.uk/forums) +-- Forum: Mirage Source (Nostalgia) (https://mirage-engine.uk/forums/forumdisplay.php?fid=61) +--- Forum: Archive (2006-2011) (https://mirage-engine.uk/forums/forumdisplay.php?fid=18) +---- Forum: General (https://mirage-engine.uk/forums/forumdisplay.php?fid=17) +---- Thread: Item Type Issue (/showthread.php?tid=2274) |
Re: Item Type Issue - Mattyw - 19-10-2008 Respawn the map. Re: Item Type Issue - Nean - 19-10-2008 Yeah, I noticed this for MS4 as well. After rebooting the server, the item will appear, but that's really inconvenient. :| Re: Item Type Issue - Jacob - 19-10-2008 Place the item. Send the map. Type /respawn. Re: Item Type Issue - DarkX - 19-10-2008 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 Re: Item Type Issue - Rian - 19-10-2008 packet = &SEP_CHAR & RESPAWN & SEP_CHAR & END_CHAR Call SendData(Packet) Re: Item Type Issue - DarkX - 19-10-2008 Sonire which do you think he should have that added to, the button or the packet? Re: Item Type Issue - Rian - 19-10-2008 The button. For it to work properly, those two lines should be the last two lines in the button's code. Re: Item Type Issue - DarkX - 20-10-2008 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. Re: Item Type Issue - deathknight - 20-10-2008 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. Re: Item Type Issue - DarkX - 21-10-2008 Wouldn't surprise me if that is his problem, he is slightly slow when it comes to that, try some pot might help. Re: Item Type Issue - DarkX - 21-10-2008 I tried it out on ms4 and ms3.0.3 he's just being a idiot, so do not worry about it DFA Re: Item Type Issue - GIAKEN - 21-10-2008 No it is an error. I have to type /respawn for it to update the items, which shouldn't have to be done. Re: Item Type Issue - Nean - 21-10-2008 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() Is what I put. Works fine. Re: Item Type Issue - GIAKEN - 21-10-2008 Yeah but that's not how it should be done ![]() Re: Item Type Issue - DarkX - 21-10-2008 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. Re: Item Type Issue - Rian - 21-10-2008 Because that's not the root of a problem, but merely a temporary solution. Re: Item Type Issue - GIAKEN - 21-10-2008 I fixed it for MS 3.59. Re: Item Type Issue - DarkX - 21-10-2008 If it's fixed in 3.59 why not just post the fix? Re: Item Type Issue - GIAKEN - 21-10-2008 [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) |