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  #16  
Old 05-02-2010, 01:19 AM
kia345 kia345 is offline
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Will iPhone get flying technology before us?
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  #17  
Old 05-02-2010, 01:22 AM
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Well Kingdoms and Unholy Nation already got it but have not used it yet.
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  #18  
Old 05-02-2010, 01:25 AM
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Originally Posted by kia345 View Post
Will iPhone get flying technology before us?
Don't bother with it.

Also, you never elaborated on how to use the alliance features, Stefan. Your original post was pretty vague.
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  #19  
Old 05-02-2010, 01:45 AM
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Originally Posted by DustyPorViva View Post
Don't bother with it.

Also, you never elaborated on how to use the alliance features, Stefan. Your original post was pretty vague.
You do the following on the client-side:

player.alliedguilds = {"guild", "otherguild", "someotherguild"};

But you'll have to have a local system handle alliances depending on guild tags.
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  #20  
Old 05-02-2010, 01:54 AM
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Originally Posted by fowlplay4 View Post
You do the following on the client-side:

player.alliedguilds = {"guild", "otherguild", "someotherguild"};

But you'll have to have a local system handle alliances depending on guild tags.
Oh, okay... so I guess this isn't easily adapted to global guilds I'm not even sure if global guild ally data is accessible.
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  #21  
Old 05-02-2010, 02:14 AM
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Would be nice if the "allied guilds" section in the global guild system was adapted to work with something like this.
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  #22  
Old 05-02-2010, 02:28 AM
fowlplay4 fowlplay4 is offline
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Stefan could introduce a sendtext parameter to retrieve the allied guilds (I don't believe these lists are standardized in any way which is another problem), or someone could use that Global Guilds DB-NPC that I made to retrieve the IDs and use those IDs to retrieve the allies.

Personally I'd veer towards a custom local system, so you could have cool little bells and whistles attached to it.
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  #23  
Old 05-02-2010, 09:56 PM
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Wouldn't it be easier as a whole to just make it global, and then have the ability, like many global systems, to customize onto that for a local system?
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