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-   -   WallBlocking Serverside?? (https://forums.graalonline.com/forums/showthread.php?t=134266175)

xXziroXx 04-05-2012 06:52 AM

No one wants to steal your ****, if you genuinly want help you need to start acting like it. ****.

Devil_Lord2 04-05-2012 12:37 PM

Quote:

Originally Posted by xXziroXx (Post 1691150)
No one wants to steal your ****, if you genuinly want help you need to start acting like it. ****.

What is it that I want to help with in this thread?
There are some things I want to teach, and some things I do not, and if you'd like to get somewhere in this world, you should learn not to give away everything you come across or you won't have any kind of advantage in this world... I don't suppose I should suggest to you to give up anything you make to the Graal community as well?

Is this new? No, but for the most part I've made it my self excluding the onwall functionality that doesn't even work (could be me). And that makes me happy as well as self appreciation that I've accomplished something.

I'm going to try a few other things but if it doesn't work, I'll probably ditch onblock once again.



As far as I know, anything that uses showcharacter(); is 32x32 but I guess I'll try the size of the cow sometime today. :D

Crow 04-05-2012 01:37 PM

Quote:

Originally Posted by Devil_Lord2 (Post 1691154)
As far as I know, anything that uses showcharacter(); is 32x32 but I guess I'll try the size of the cow sometime today. :D

showCharacter() just moves the actualy shape to the dotted rectangle you can see in GraalShop (the gani editor). It's, however, changeable using setShape() just as well.

Devil_Lord2 04-05-2012 02:30 PM

Quote:

Originally Posted by Crow (Post 1691155)
showCharacter() just moves the actualy shape to the dotted rectangle you can see in GraalShop (the gani editor). It's, however, changeable using setShape() just as well.

OH!!!
I was asking yesterday if Setshape and showCharacter(); could be used together... Wow that would have been amazingly simpler putting the ganis together using setshape lol... looks like I'll have to redo it a bit and retry the onwall test.

Thank you both Crow and Dusty!
I guess I'll find out if the onwall works afterwards.
If not at least the collision will match more smoothly..


-Edit-
I owe you both rep but I cannot do it until I "spread rep".
I normally don't give negative rep but today I have since the problem occurs often between two people.

Devil_Lord2 04-08-2012 08:33 AM

Thyme Cypher is creating a baddy and helped me solved the problem...

//newtilesets=true
#newtilesetlevels=level names comma separated

We commended that out and restarted the NPC Server.
So I was semi right about it using type1...

Works perfectly.. can anyone let me know why I needed to do this, and what it would do for type1 levels?

He doesn't know, I don't know, both our things work fine now..

cbk1994 04-08-2012 05:49 PM

From the wiki:

Quote:

HTML Code:

newtilesets=true/false
newtilesetlevels=comma seperated list of levels

Whether all levels will use the new tileset layout, or a match list of levels that shall. This will influence collision behavior (onwall script function, serverside projectile hit detection, etc.) on server-side only.

You can specify just the start of the level name if you want to include a lot of levels at once (newtilesetlevels=myquest will switch on new tileset onwall behavior on server-side for myquest1.nw, myquest2.nw etc.).

DustyPorViva 04-08-2012 06:25 PM

I had a suspicion that was the problem, hence why I asked about the tileset you were using.

Devil_Lord2 04-08-2012 09:06 PM

Quote:

Originally Posted by DustyPorViva (Post 1691491)
I had a suspicion that was the problem, hence why I asked about the tileset you were using.

I see... yeah I thought it was type one, but I didn't understand how you could even set it...

Quote:

Originally Posted by cbk1994 (Post 1691487)
From the wiki:

I've seen this but I don't get it... do you leave it false and say which levels are true, or do you put it true and say which levels are true? And I'm not sure why ours has an # in front of the levels part... That description didn't help me at all which is why I prefer not to use the wiki lol

DustyPorViva 04-08-2012 09:22 PM

Quote:

Originally Posted by Devil_Lord2 (Post 1691504)
I've seen this but I don't get it... do you leave it false and say which levels are true, or do you put it true and say which levels are true? And I'm not sure why ours has an # in front of the levels part... That description didn't help me at all which is why I prefer not to use the wiki lol

You don't, they don't go together(that's why one is commented out). The first one(Boolean, or true/false) is for servers like Era that don't use pics1 at all. They can just set it globally without worrying about defining each level that uses a type 1 tileset. The second one is for servers in your instance, where you use type 0 and type 1 at the same time. The problems you encountered are exactly why that one exists.

cbk1994 04-08-2012 09:55 PM

Quote:

Originally Posted by Devil_Lord2 (Post 1691504)
I've seen this but I don't get it... do you leave it false and say which levels are true, or do you put it true and say which levels are true? And I'm not sure why ours has an # in front of the levels part... That description didn't help me at all which is why I prefer not to use the wiki lol

It is not ambiguous, but maybe not the most direct—I'm surprised you have trouble understanding it, since it's written much like your posts are (overly verbose and not very clear).
Quote:

Whether all levels will use the new tileset layout, or match list of levels that shall. This will influence collision behavior (onwall script function, serverside projectile hit detection, etc.) on server-side only.
If all your levels use type 1, newtilesets=true
If none or some of your levels use type 1, newtilesets=false

If some of your levels use type 1, newtilesetlevels=level1.nw,level2.nw,level3.nw

I'd guess it only checks the level start in newtilesetlevels, but haven't tested.

xXziroXx 04-08-2012 10:01 PM

Quote:

Originally Posted by cbk1994 (Post 1691508)
I'd guess it only checks the level start in newtilesetlevels, but haven't tested.

You can check for both level start and actual level names.

Mark Sir Link 04-08-2012 10:22 PM

Quote:

Originally Posted by xXziroXx (Post 1691509)
You can check for both level start and actual level names.

but if level1.nw were in there and there was a level stupidly named level1.nwlevel.nw it would probably also count

xXziroXx 04-08-2012 10:23 PM

Quote:

Originally Posted by Mark Sir Link (Post 1691514)
but if level1.nw were in there and there was a level stupidly named level1.nwlevel.nw it would probably also count

Well, yes, but that'd be a pretty stupid thing to name a level in the first place.

Mark Sir Link 04-08-2012 10:26 PM

Quote:

Originally Posted by xXziroXx (Post 1691515)
Well, yes, but that'd be a pretty stupid thing to name a level in the first place.

obv but the underlying point is to be explicit with what you're doing and avoid stupid naming conventions

Devil_Lord2 04-09-2012 12:07 AM

Quote:

Originally Posted by DustyPorViva (Post 1691505)
You don't, they don't go together(that's why one is commented out). The first one(Boolean, or true/false) is for servers like Era that don't use pics1 at all. They can just set it globally without worrying about defining each level that uses a type 1 tileset. The second one is for servers in your instance, where you use type 0 and type 1 at the same time. The problems you encountered are exactly why that one exists.

Ooh I see, well I'm glad they added that in lol..



Quote:

Originally Posted by cbk1994 (Post 1691508)
It is not ambiguous, but maybe not the most direct—I'm surprised you have trouble understanding it, since it's written much like your posts are (overly verbose and not very clear).


If all your levels use type 1, newtilesets=true
If none or some of your levels use type 1, newtilesets=false

If some of your levels use type 1, newtilesetlevels=level1.nw,level2.nw,level3.nw

I'd guess it only checks the level start in newtilesetlevels, but haven't tested.

I give examples and show things... much like you just did which was perfectly understandable and would have been helpful if Dusty had not have already done so lol..

You say you never I don't understand how you can say you don't yet answer things dead on usually. D: I must have written it lengthy enough to explain it enough.. usually simple is good, but I want people to fully understand so I tend to write more...


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