Whackeddie99 Posted September 27, 2012 Share Posted September 27, 2012 If you could just post the bug fixes aswell I would appreciate it ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) Link to comment Share on other sites More sharing options...
Scott Posted September 28, 2012 Author Share Posted September 28, 2012 I finished them last night, than passed out after here ya go sorry,(This fixes npc spawn issues)In sub InstancePlayerWarp find:``` ' send player's equipment to new mapSendMapEquipment Index' send equipment of all people on new mapIf GetTotalMapPlayers(NewMap) > 0 Then For i = 1 To Player_HighIndex If IsPlaying(i) Then If GetPlayerMap(i) = NewMap Then SendMapEquipmentTo i, Index End If End If NextEnd If```Under add:```' Now we check if there were any players left on the map the player just left, and if not stop processing npcsIf GetTotalMapPlayers(PlayerMap) = 0 Then PlayersOnMap(PlayerMap) = NO ' Regenerate all NPCs' health For i = 1 To MAX_MAP_NPCS If MapNpc(PlayerMap).Npc(i).Num > 0 Then MapNpc(PlayerMap).Npc(i).Vital(Vitals.HP) = GetNpcMaxVital(MapNpc(PlayerMap).Npc(i).Num, Vitals.HP) End If NextEnd If```–-----------------------------------------------------------------------(This fixes death issues)In sub OnDeath find:``` With Map(GetPlayerMap(Index)) ' to the bootmap if it is set If .BootMap > 0 Then PlayerWarp Index, .BootMap, .BootX, .BootY Else Call PlayerWarp(Index, START_MAP, START_X, START_Y) End IfEnd With```Replace with:```With Map(GetPlayerMap(Index)) If TempPlayer(Index).Is_In_Instance = False Then 'Non instance death ' to the bootmap if it is set If .BootMap > 0 Then PlayerWarp Index, .BootMap, .BootX, .BootY Else Call PlayerWarp(Index, START_MAP, START_X, START_Y) End If Else 'instance death 'Pull them out if they are in one already 'Make sure they are pulled out of the instance compleatly Player(Index).In_Instance = False TempPlayer(Index).Is_In_Instance = False 'Wipe temp data TempPlayer(Index).CurrentInstanceMap = 0 TempPlayer(Index).MapPack = 0 TempPlayer(Index).MapsUsed = 0 'Return them to their pre-instance location Call PlayerWarp(Index, Player(Index).ReturnMap, Player(Index).ReturnX, Player(Index).ReturnY) 'Wipe return values Player(Index).ReturnMap = 0 Player(Index).ReturnX = 0 Player(Index).ReturnY = 0 Call PlayerMsg(Index, "You have left the instance!", Green) End IfEnd With```Let me know if you have any issues with these, they are not included in the downloadable version yet I didn't upload it yet since it will include new features as well as the bug fixes. Link to comment Share on other sites More sharing options...
Guest Posted September 28, 2012 Share Posted September 28, 2012 well the on death works, but the npc fix doesnt, they still spawn in the corner. but now, sometimes when i goto instance the npcs are unhittable, and they wont attack. its hard to duplicate, or it may be first one to connect to server after starting it? trying to narrow it down. but either way they spawn in the corner the first time, and then when you return it remembers their last locations. Link to comment Share on other sites More sharing options...
Scott Posted September 28, 2012 Author Share Posted September 28, 2012 Ooh I know what I forgot, give me a bit I'll have another fix up.Edit: I'll have the next fix out tomorrow morrow (30th lol) got busy. Link to comment Share on other sites More sharing options...
Whackeddie99 Posted October 10, 2012 Share Posted October 10, 2012 I hope your not pulling a guild system on this… Link to comment Share on other sites More sharing options...
Scott Posted October 12, 2012 Author Share Posted October 12, 2012 Haha this is just for testing when I'm done I'll release it as a stand alone tutorial and not just a downloadable source. I got hired by an old client of mine to do some more work and got a little busy, but my attention is back on eclipse now that I'm done with that so let me go fix that npc bug lol. Link to comment Share on other sites More sharing options...
clark Posted October 15, 2012 Share Posted October 15, 2012 Scott is this completly fixed? ^^Because i would like to add it on ea (dx8) ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png) Link to comment Share on other sites More sharing options...
Scott Posted October 27, 2012 Author Share Posted October 27, 2012 Sorry for the delay, some other stuff took priority but i'm back to working on this for the time being. So as I'm sure you all have been waiting for the fix for the npc spawning bug!(SERVER)Find:```'Load new mapCall LoadSingleInstancedMap(MapToUse, TempPlayer(index).MapPack, TempPlayer(index).CurrentInstanceMap)Map(MapToUse).Revision = HoldR' RespawnCall SpawnMapItems(GetPlayerMap(index))' cache the mapCall MapCache_Create(MapToUse)Call ClearTempTile(MapToUse)Call CacheResources(MapToUse)```Under add:``` ' Respawn NPCSFor i = 1 To MAX_MAP_NPCS Call SpawnNpc(i, GetPlayerMap(index))Next```–-----------------------------------------------------------------------------Find in **Sub InstancePlayerWarp** (Make sure you only do this inside InstancePlayerWarp this appears else where):``` Call SetPlayerMap(index, NewMap)Call SetPlayerX(index, NewX)Call SetPlayerY(index, NewY)```Delete and move it under:``` If MapToUse > TempPlayer(index).MapsUsed Then Call PlayerMsg(index, "This instance does now currently have this many maps, the max is " & TempPlayer(index).MapsUsed & " for this instance.", Red) Exit SubEnd If```So it should look like this in the end:```If MapToUse > TempPlayer(index).MapsUsed Then Call PlayerMsg(index, "This instance does now currently have this many maps, the max is " & TempPlayer(index).MapsUsed & " for this instance.", Red) Exit SubEnd IfCall SetPlayerMap(index, NewMap)Call SetPlayerX(index, NewX)Call SetPlayerY(index, NewY)``` Link to comment Share on other sites More sharing options...
clark Posted October 27, 2012 Share Posted October 27, 2012 Thanks for the fix ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) !But could you tell me if this script is completly functionning on dx8 ? or need to wait for it Link to comment Share on other sites More sharing options...
Scott Posted October 27, 2012 Author Share Posted October 27, 2012 It renders nothing, it only changes how the game loads maps really. Will work fine with any game that shares the same core code as eclipse origins 2.0 reguardless of the version of directx. Link to comment Share on other sites More sharing options...
clark Posted October 27, 2012 Share Posted October 27, 2012 Oh nice ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) ! is that fixed now as you released the latest bufix ? or there is other things to fix ? Link to comment Share on other sites More sharing options...
Scott Posted October 27, 2012 Author Share Posted October 27, 2012 No other bugs I know of, but I'm not releasing it as a tutorial till I polish it a bit more. Link to comment Share on other sites More sharing options...
JohnPony Posted October 27, 2012 Share Posted October 27, 2012 I like this alot more then the instance system i was using, making them in clusters was a great idea. Link to comment Share on other sites More sharing options...
Guest Posted October 27, 2012 Share Posted October 27, 2012 ill be testing it out a bit later tonight when i get home.EDIT****works great. npcs spawn in proper locations, no other bugs that i can think of at the moment.the only thing i feel its missing is support for the event system on these instanced maps. Link to comment Share on other sites More sharing options...
DMF Posted November 3, 2012 Share Posted November 3, 2012 heres a question if there are 2 players and both enter your instace spot to the next map will it trigger 2 new maps? or first opens map and second enters as a regular warp? Link to comment Share on other sites More sharing options...
Scott Posted November 3, 2012 Author Share Posted November 3, 2012 If they are in a party they will join one together, if not they will each have a seperate copy to use. So really all this does is gives each player 1 map slot they can use alone, it will load the old map from under them and load a new map on the same map to make it look like a transition, except when your in a party it will do a check to see if anyone else in your party is in this part of the dungeon and just take you to their map if so. Link to comment Share on other sites More sharing options...
DMF Posted November 3, 2012 Share Posted November 3, 2012 > If they are in a party they will join one together, if not they will each have a seperate copy to use. So really all this does is gives each player 1 map slot they can use alone, it will load the old map from under them and load a new map on the same map to make it look like a transition, except when your in a party it will do a check to see if anyone else in your party is in this part of the dungeon and just take you to their map if so.but why make so many slots? 1 instanced when person has entered ppl can enter the same instanced map. if no player on map after time end instance. that would make a lil bit more sense. o-o but just my input , Link to comment Share on other sites More sharing options...
Scott Posted November 3, 2012 Author Share Posted November 3, 2012 The slots are just maps, it just places you on a normal map, flags that as an instance map and you would never leave that single map(you would look like you where) but your really confined to 1 map as a single player. Now if your in a party and you try to move maps, it will first look to see if anyone else in your party is on that section of the dungeon, if they are it will move you to there map so you both are on the same instanced map, now say a player leaves this map it will notice there is a player still on the current map and assign them a new map so the first player can keep exploring this section even though it may not have been his orignal map and he joined it while another player was on. So really there is no "End Instance" each player kinda has there own that can co-mingle if there in a group. It only uses 1 map slot per player at max, and less as you group up on the same maps together if you have a better idea please be more detailed wasen't following you well. Link to comment Share on other sites More sharing options...
WiseRock Posted November 11, 2012 Share Posted November 11, 2012 Could you release a tutorial on this for EA Link to comment Share on other sites More sharing options...
Scott Posted May 4, 2013 Author Share Posted May 4, 2013 New Update to this for those interested.This version adds persistent items to instancing, when you leave an instanced map instead of deleting the items they are added to a temp list of instanced items. Limit is 1 maps worth of max items(225?) per instance, can be changed.(Updated to fix 2 bugs in first download)https://mega.co.nz/#!n8gCmAwY!GP2i3iSk7wL0OWvbjwbl5QIh_wNuKQ9S5-x3OYWrVW8Last up on my list to do is the same thing for npc health/spawn timers than I will turn this into a tutorial of some kind. If you have any suggestions to something you would like added please feel free to post them. Link to comment Share on other sites More sharing options...
Jumbofile Posted May 4, 2013 Share Posted May 4, 2013 add a tutorial for eclipse 3.0! This looks incredible Link to comment Share on other sites More sharing options...
Scott Posted May 4, 2013 Author Share Posted May 4, 2013 (Updated to fix 2 bugs in first download)[https://mega.co.nz/#…KQ9S5-x3OYWrVW8](https://mega.co.nz/#!n8gCmAwY!GP2i3iSk7wL0OWvbjwbl5QIh_wNuKQ9S5-x3OYWrVW8)(Edit 2 Removed old backup I left in the download) Link to comment Share on other sites More sharing options...
Mapyo10 Posted July 2, 2013 Share Posted July 2, 2013 Where are the library files for this default library files dont work the system itself is broken without some sort of patch the server wont even run Link to comment Share on other sites More sharing options...
Scott Posted July 2, 2013 Author Share Posted July 2, 2013 It should only require the default eo 2.0 library files, not sure what your issue would be if you installed them what is the error? Link to comment Share on other sites More sharing options...
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