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quintensky

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Everything posted by quintensky

  1. when i try to compile it gives me the famous ''method or Data member not found'' error (Server side) it points to: .tmpGuildInviteId = it is located in the Mod Guild module… more specifically: Request_Guild_Invite i did not try everything because if i did, i would have found the problem, but since i'm unfamilliar with the Guild system, i couldn't trace it. any help would be awesome possum possum possum possum possum ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png) EDIT: i use eclipse event system 2.3, and since it is closer to the ''2'' than to the ''3'' i did not use the EO 3.0 steps Redid the tutorial, still doesn't work, the 3.0 version will not work at all because the parts you are supposed to find in the 3.0 version of the tut, do not exist in the Eo event system 2.3
  2. Hello everyone! i have a question, i searched around the forum and it hasn't been asked yet so here it comes: i implemented the quest system in the official EO realease {event system} correctly, but when i open Eo it gives me this error: Cannot find one or more interface images. If they exist then you have not extracted to project properly. Please follow installation instructions fully. as i'm not a total noob, i DID in fact, put EVERY image in the correct folder, so i really don't understand why it gives me this error, is this fixable… or do i have to choose between the Quest system or the Event system? Thanks in advance - Quintensky
  3. Why is this moved to Tutorials?
  4. quintensky

    Cave Tileset

    @Lumiere: > Because people needs to work to get what they want,if they expect to get without moving a muscle then they will always fail in life . K so when people request a tileset on a forum, they will fail in life? Rigghhttt….
  5. @i: > yall need to stop using my system…. Its flawed with showing people online and offline correctly and crashes the server/client after liek 2-3 hours of playing and people logging in and out.... is it really that bad, or is it fixable? cuz Erwin could help me out with fixing it, but i need to know if it's even fixable
  6. @james5890: > how thehell tou soppost to use this in eclipse redo the currrent graphics so they are supported by EO?
  7. @Scypher: > Anyway, I looked at it and I see little to no real differences between it that would cause any major issues if you think about what you're implementing and actually read what the code does instead of blatantly copy/pasting. i do read, but reading doesn't help when i have no idea what strinput is!
  8. i can't, i don't know how to change something that is not even in the source, to something thats IS in the source, AND will work the same way, i have no idea, but if there is no current friendslist, i'll just ask mah bud Erwin :p i HOPE that will help me with either converting or finding one
  9. yeah uhm, i need a friend list for EO 2.0, i have seen one for EO but that one uses variables that aren't supported in EO 2.0 example: frmMain is called frmMainGame, and there is one variable that isn't even in the source code for EO 2.0, that is: strinput (causes errors while compiling) i wanted to put this in Q&A but since i'm REQUESTING a tutorial, i figured i'd post it here… i'm NOT asking anyone to make a tutorial for me, i'm just asking if there is an existing one for EO 2.0
  10. i have no idea XD i'll try that EDIT: i re-did the multiple chance tut and i was like, DAMN! I overwrote (or overwritten idk) something in the wrong sub :S Thank you scypher, you are GREAT!
  11. @Wilfre: > Try saving it, that might help it. accually… if you watch the vid, i did save it, after opening it up and clicking a few other NPC's it just changes to attack on sight or whatever it was XD @kira423: > What was the most recent source (tutorial) you added? I had that problem when I added the multi npc drop mod and had to take it out Erwin did it for me in teamviewer, it was a TINY update that made it so that other player can also see your movement when you attack, just before that, i added the guild menu, and before that i added the guild syste, i also have to the multi npc drop
  12. i have i terrible problem, but i can't explain it with words, i don't know why… here is an entertaining VID!! http://youtu.be/_ysg2qLFV-8
  13. ty for helping me fix this Erwin! :)
  14. looks really awesome! i wish i could do that, but then agian, im not very patient XD
  15. the attack speed that you would use for a weapon, same works for the bow, the 1,2 sec thing (i think… this is just a random guess)
  16. im seriously lovin' this feedback, i hope robin doesn't show up and calls it shit XD no but seriously, thank you :) EDIT: added projectiles for the bow
  17. don't hope so :p i'd like 40$ haha
  18. okay uhm really? contest is almost over and no entries yet? or did i overlook something? well if there are no entries, i will just post a VERY SMALL system i made for my game, i don't know if there is any tutorial for this but oh well… im gonna make it **TUTORIAL** style! **THIS TUTORIAL IS FOR DROPPING EVERY ITEM ON DEATH!** **Server side** first of all, in Modplayer find this: ``` ' Drop all worn items For i = 1 To Equipment.Equipment_Count - 1 If GetPlayerEquipment(index, i) > 0 Then PlayerMapDropItem index, GetPlayerEquipment(index, i), 0 End If Next ```it does not work anyway so no harm done… it supposed to make you drop items on death... no place that full chunk of code with this: ``` 'Drop inventory items For i = 1 To MAX_INV PlayerMapDropItem index, i, GetPlayerInvItemValue(index, i) Next 'Send all equiped items to the inventory to be dumped. For i = 1 To Equipment.Equipment_Count - 1 If GetPlayerEquipment(index, i) > 0 Then PlayerMapDropItem index, GetPlayerEquipment(index, i), 0 End If 'Send Weapon GiveInvItem index, GetPlayerEquipment(index, Weapon), 0 SetPlayerEquipment index, 0, Weapon 'Send Armor GiveInvItem index, GetPlayerEquipment(index, Armor), 0 SetPlayerEquipment index, 0, Armor 'Send Shield GiveInvItem index, GetPlayerEquipment(index, Shield), 0 SetPlayerEquipment index, 0, Shield 'Send Helmet GiveInvItem index, GetPlayerEquipment(index, Helmet), 0 SetPlayerEquipment index, 0, Helmet Next 'Drop *equipped* inventory items For i = 1 To MAX_INV PlayerMapDropItem index, i, 0 Next ```Okay, what this does is: it takes all your inventory items, then unequips all you equipment and puts them on the spot where you died, in PK your attacker can pick them up, if you die from an NPC, you can just run back and pick them up
  19. Erwin, JIJ BENT EEN LANDGENOOT! (i said that he is from the same country as me) and i have NO idea what you mean by binary packet something… maybe i should w8 until someone else has this problem, fixes it, and makes a tutorial for the fix XD (it might be up in 4 years!) until then... damnnnnnn as for the attack animation... wtf? @Deathfissure: > OK! Think it's time for me to give this a shot! On another thread Robin chimed in and, along with his usual type of response :''( , pretty much explained that Origins already does this, it's just missing a few pieces of code. So here goes… > > **CLIENT:** In the client we already have a packet being sent by the CheckAttack sub > ``` > Set Buffer = New clsBuffer > Buffer.WriteLong CAttack > SendData Buffer.ToArray() > Set Buffer = Nothing > ```**CLIENT:** This code just needs to have the index information of who is attacking to be sent to the server > ``` > Set Buffer = New clsBuffer > Buffer.WriteLong CAttack > [b]Buffer.WriteLong MyIndex[/b] > SendData Buffer.ToArray() > Set Buffer = Nothing > ```**SERVER:**Next the HandleAttack sub in the server needs to receive this info (P.S. don't forget to Dim buffer) > ``` > Set Buffer = New clsBuffer > Buffer.WriteBytes Data() > attackingplayer = Buffer.ReadLong > Set Buffer = Nothing > ``` > **SERVER:** Then have the server send that info right back to the client (best to have this right after the above) > ``` > ' Send this packet so they can see the person attacking > Set Buffer = New clsBuffer > Buffer.WriteLong SAttack > Buffer.WriteLong attackingplayer > SendDataToMap GetPlayerMap(index), Buffer.ToArray() > Set Buffer = Nothing > ``` > **CLIENT:** and last….guess what? there shouldn't be any last! this code should already be in the client's handleattack sub: > ``` > Set Buffer = New clsBuffer > Buffer.WriteBytes Data() > i = Buffer.ReadLong > ' Set player to attacking > Player(i).Attacking = 1 > Player(i).AttackTimer = GetTickCount > > ``` > If you've done all this right (and if I've written these instructions right at 3a.m.) then all players should see your attack frame! (p.s. for animations this should also work) > > Well, That's all folks! Be good, and don't thank me(maybe a little) but thank Robin most of all! if this is already in it, why did he type this? In the client we already have a packet being sent by the CheckAttack sub index information? This code just needs to have the index information of who is attacking to be i kinda understand it, but where do i dim the buffer? just type ''Dim Buffer'' at the end? Next the HandleAttack sub in the server needs to receive this info (P.S. don't forget to Dim buffer) i understadn this one… Then have the server send that info right back to the client (best to have this right after the above) same as the first one... and last....guess what? there shouldn't be any last! this code should already
  20. but if it's hidden, it can't be picked up? cuz it tells me it's just not there..
  21. @Sigridunset: > Why did you combine your dagger tutorial with my Two handed tutorial?… because adding those two together will make a brilliant system, instead of a nice one
  22. w8… i think i missed something... when compiling it says: Method or Data member not found it highlights: .lblGuildCDesc i have no idea what the lblGuildCDesc does, how big it should be, should it be a Label? do i need to add any code to it? i have NO idea... can any1 help me? i really think i missed something
  23. i noticed :pi love him, check out my reply to that tut :P
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