Search found 26 matches

by Bruno Knotslinger
Fri Oct 27, 2006 1:26 pm
Forum: Scripters and Coders' Forum
Topic: Persistent map pins!
Replies: 17
Views: 14882

Updated!

Notes: A call to GetMapPins should be in the OnClientEnter script, immediately preceded by the definition of sPCPlayerName. As such: //Load PC Mappins SetLocalString(oPC, "sPCPlayerName", GetPCPlayerName(oPC)); GetMapPins(oPC); A call to ExportMapPins should be in the OnClientLeave. Currently, it o...
by Bruno Knotslinger
Wed Jun 21, 2006 3:06 pm
Forum: CoPaP: Development
Topic: 1.67 Update Status Request
Replies: 13
Views: 6373

Greyhawk should be 1.67 next week some time.
by Bruno Knotslinger
Tue Mar 07, 2006 1:14 pm
Forum: Scripters and Coders' Forum
Topic: Banishment and code trouble
Replies: 5
Views: 3708

If it's still not working I'd try making a little delay between the two assigncommands. They sometimes fuck up in a chronological sense. AssignCommand(oTarget, ClearAllActions(TRUE)); DelayCommand(0.2, AssignCommand(oTarget, JumpToLocation(lDest))); Note that I'm not sure this will bring the soluti...
by Bruno Knotslinger
Sat Mar 04, 2006 2:11 am
Forum: Greyhawk West News
Topic: Coming soon to Greyhawk: Truly persistent item backups
Replies: 7
Views: 3217

Themicles wrote:Test with stacks.

Test thoroughly with stacks.
Done. And done.

Unless there's a problem with Set/GetPersistentObject and stacks that I'm unaware of.
by Bruno Knotslinger
Sat Mar 04, 2006 1:32 am
Forum: Greyhawk West News
Topic: Coming soon to Greyhawk: Truly persistent item backups
Replies: 7
Views: 3217

Well, testing tonight went off without uncovering a single bug. I'm sure they're there, but we're happy enough with its stability to get the code in our production module this weekend. Happy happy joy joy! Oh, I forgot to mention the best part! Because Get/SetPersistentObject stores containers along...
by Bruno Knotslinger
Fri Mar 03, 2006 6:26 pm
Forum: Greyhawk West News
Topic: Coming soon to Greyhawk: Truly persistent item backups
Replies: 7
Views: 3217

Re: Coming soon to Greyhawk: Truly persistent item backups

SORCO persistance on Avlis and Hala does this, and we have it working on the inn persistant chests in Hades, thus they are able to store off-world items that are not on our palette. Thank the Avlis team. I'm sure whoever coded it could help you out with yours, too! ^^ Yes. SCO/RCO using Set/GetPers...
by Bruno Knotslinger
Fri Mar 03, 2006 12:29 pm
Forum: Greyhawk West News
Topic: Coming soon to Greyhawk: Truly persistent item backups
Replies: 7
Views: 3217

Coming soon to Greyhawk: Truly persistent item backups

In the next couple of weeks, truly persistent item backups will be in place when a PC dies on WoG. Although it rarely happens, it does happen: You die, and the server crashes before you can get your things back. Well, shortly you will be able to die on Greyhawk without fear of losing your unique or ...
by Bruno Knotslinger
Thu Dec 15, 2005 4:34 pm
Forum: Greyhawk West News
Topic: Progress Report 12/13/05
Replies: 8
Views: 3537

Update to the update: * I've tweaked the experience a bit more to our liking. Still have to test. * World leader has the afore mentioned perl scripts finished. Every creature and item stored in any of the assorted Bioware data files can be (and has been) imported into the database lickety split. Thi...
by Bruno Knotslinger
Tue Dec 13, 2005 4:41 pm
Forum: Greyhawk West News
Topic: Progress Report 12/13/05
Replies: 8
Views: 3537

Not to clutter the thread, but are you going to impliment the original Greyhawk NPCs, the master mages like Bigby, Mordekainen, etc? Just curious. Clutter away. The short answer is yes. The long answer is that we're so caught up in getting all of the nuts and bolts in place that we haven't really h...
by Bruno Knotslinger
Tue Dec 13, 2005 1:42 pm
Forum: Greyhawk West News
Topic: Progress Report 12/13/05
Replies: 8
Views: 3537

Progress Report 12/13/05

Been a while, but we are still very much alive and kicking. Since the last update, our primary builder (Terror2001) has been building like a madman. Again, concentrating on the towns and travel routes. But he is laying down the pallet upon which we'll begin dropping all of the interesting things to ...
by Bruno Knotslinger
Wed Sep 14, 2005 10:06 am
Forum: Scripters and Coders' Forum
Topic: Persistent map pins!
Replies: 17
Views: 14882

I think mostly because no one has so far thought this up. There could be some lag problems, but I don't think so. If the function to save the pins (ExportMapPins) is placed in the OnClientExit event as opposed to the area OnExit event, there should be no lag problems. If in the area OnExit event, h...
by Bruno Knotslinger
Fri Sep 09, 2005 2:01 pm
Forum: Scripters and Coders' Forum
Topic: Persistent map pins!
Replies: 17
Views: 14882

Gah! I keep thinking of new things to say. The above "problems" aren't necessarily a bad thing, per se. Regardless if there are negative values and such, either the original addDateTime or my modified addDateTime preserves the ability to calculate, for example, milliseconds or seconds since (0:0:0, ...
by Bruno Knotslinger
Fri Sep 09, 2005 1:18 pm
Forum: Scripters and Coders' Forum
Topic: Persistent map pins!
Replies: 17
Views: 14882

Perhaps this belongs in a thread all its own, but even this code isn't quite so "bulletproof", as there's no protection against someone passing a datetime that has a negative number for one of the values. subDateTime suffers from the same malady that addDateTime suffers from, but it's actually a lot...
by Bruno Knotslinger
Fri Sep 09, 2005 12:23 pm
Forum: Scripters and Coders' Forum
Topic: Persistent map pins!
Replies: 17
Views: 14882

Okay, the following should work (completely untested, though... in fact, I wrote it in Notepad, so I don't even know if it'll compile): // // Add two DateTimes // struct DateTime addDateTime(struct DateTime date1, struct DateTime date2) { // add milliseconds date1.millisecond += date2.millisecond; w...
by Bruno Knotslinger
Fri Sep 09, 2005 11:22 am
Forum: Scripters and Coders' Forum
Topic: Persistent map pins!
Replies: 17
Views: 14882

If you're adding 15 months, then if the current month is, say, 9 or greater, the sum of the two is 24, which should add 2 years and return a result of 0 months. But since it only goes through the if statement once, it will set the month to 15+9-12 = 12, and add only one year. This isn't an issue if ...
by Bruno Knotslinger
Fri Sep 09, 2005 11:10 am
Forum: Scripters and Coders' Forum
Topic: Persistent map pins!
Replies: 17
Views: 14882

EDIT: I have tried to figure out why this happens, but am entirely unsure. I don't even know of addDateTime is relevant to the scripts above, but figured I'd mention it anyway. No, it's not used in the above, but I thank you for the head's up. I will take a look at it after I get back from lunch an...
by Bruno Knotslinger
Fri Sep 09, 2005 10:48 am
Forum: Scripters and Coders' Forum
Topic: Persistent map pins!
Replies: 17
Views: 14882

Oops... and you also need to include "datetime2".
by Bruno Knotslinger
Fri Sep 09, 2005 10:42 am
Forum: Scripters and Coders' Forum
Topic: Persistent map pins!
Replies: 17
Views: 14882

void CheckExploreArea(object oArea, object oPC){ // James Surles, WoG, August 2005 string sAreaName = GetTag(oArea); int iTimeSpent = GetPCInt(oPC, "iTime"+sAreaName); SetLocalDateTime(oPC, "dtLastEnterTime", getCurrentDateTime()); // 12 in-game hours = 43200, 6 in-game hours = 21600 // 4 in-game h...
by Bruno Knotslinger
Fri Sep 09, 2005 10:20 am
Forum: Scripters and Coders' Forum
Topic: Persistent map pins!
Replies: 17
Views: 14882

question: this only saves player made map pins, right ? Those that are server side won't be saved ? Good question. One I've been meaning to test, in fact. This gives me the perfect impetus to do so. *furiously opens the toolset and places a map note waypoint* My guess is no. Only user-made map pins...
by Bruno Knotslinger
Thu Sep 08, 2005 12:21 pm
Forum: Scripters and Coders' Forum
Topic: Persistent map pins!
Replies: 17
Views: 14882

Persistent map pins!

The thing I find most annoying about NWN PWs is the lack of persistency in the map pins. So of course, that was one of the early things that I coded for World of Greyhawk. Because it's (a) super simple, and (b) I play on other CoPaP worlds so I'm posting this code in the hopes that it will be implem...
by Bruno Knotslinger
Thu Aug 11, 2005 1:37 pm
Forum: Greyhawk West News
Topic: Progress Report 8/11/05
Replies: 1
Views: 1599

Progress Report 8/11/05

Since the last (and first) update, things have slowed down a bit. Our world leader has been steadily working on fitting the BIG stuff together, although he did take a short break. The dynamic spawn system is up and working, although tweaking of it is certainly to take place. A web-based front end fo...
by Bruno Knotslinger
Mon Jul 11, 2005 10:37 pm
Forum: Greyhawk West News
Topic: First progress report
Replies: 3
Views: 2113

Re: First progress report

With the dead magic areas, will all weapons be a basic weapon (IE A +5 sword of uberness will become a regular sword of not-so-uberness)? Same with armor, amulets, etc, so you cant rely on magic That's the idea. But it's set up so you can actually toggle whether player buffs will be stripped or not...
by Bruno Knotslinger
Wed Jul 06, 2005 4:38 pm
Forum: Greyhawk West News
Topic: First progress report
Replies: 3
Views: 2113

First progress report

The World of Greyhawk is starting to come together. Slowly, but surely. While the scripters work on the nuts-and-bolts of the game mechanics (some highlights below), area builders are busily building the "shell" of the world. Many of the main routes of travel have been done (but not populated), whil...
by Bruno Knotslinger
Thu Jun 30, 2005 9:23 pm
Forum: General Discussion
Topic: Rockhome down lately
Replies: 16
Views: 7305

I was out of town when all this went down, so I never was able to get my character ported to another server. I'd like to see it come up for a bit more time (even if it's dead and nothing is going on) if only so that those of us who missed out on the news can get our character data saved on another s...
by Bruno Knotslinger
Tue May 24, 2005 7:34 pm
Forum: Scripters and Coders' Forum
Topic: Flame Weapon for off-hand weapon
Replies: 1
Views: 1904

Oops... variable declarations moved outside of the case.