Graal Forums  

Go Back   Graal Forums > Development Forums > Future Improvements
FAQ Members List Calendar Today's Posts

Reply
 
Thread Tools Search this Thread Display Modes
  #16  
Old 05-17-2011, 11:23 AM
ffcmike ffcmike is offline
Banned
Join Date: Jul 2004
Location: London
Posts: 2,029
ffcmike has a reputation beyond reputeffcmike has a reputation beyond reputeffcmike has a reputation beyond reputeffcmike has a reputation beyond reputeffcmike has a reputation beyond reputeffcmike has a reputation beyond reputeffcmike has a reputation beyond reputeffcmike has a reputation beyond repute
Send a message via AIM to ffcmike Send a message via MSN to ffcmike
I've set this up as:

PHP Code:
function onCreated(){
  for(
temp.
    
arrayofclassnames
  
)
  {
    
this.join(temp.c);
  }
}

//#CLIENTSIDE
function onCreated(){
  for(
temp.
    
arrayofclassnames
  
)
  {
    
player.join(temp.c);
    
this.leave(temp.c);
  }

(Weapon is also first within serveroptions order list)

First signs indicate this is indeed working having added new class functions and logged into a level containing these functions clientside onCreated.
Reply With Quote
  #17  
Old 05-21-2011, 02:38 AM
ffcmike ffcmike is offline
Banned
Join Date: Jul 2004
Location: London
Posts: 2,029
ffcmike has a reputation beyond reputeffcmike has a reputation beyond reputeffcmike has a reputation beyond reputeffcmike has a reputation beyond reputeffcmike has a reputation beyond reputeffcmike has a reputation beyond reputeffcmike has a reputation beyond reputeffcmike has a reputation beyond repute
Send a message via AIM to ffcmike Send a message via MSN to ffcmike
Unfortunately there still seems to be a problem when it comes to Observer Mode.
onCreated is sometimes (it's pretty random, maybe down to lag) not occurring within weapons for players logging on while entering OM, whereas it is within level npcs, which would then result in an error for where Systems and player classes aren't found.
The problem then is that these functions aren't occurring in the npcs once you exit OM (may be down to being on a gmap).
So lets say you have a baddy having its object added to a damage system onPlayerEnters, this problem would be preventing this process and resulting in the baddy being unable to harm you.

My hope is to remove the need for a lot of different initialisation checks.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 04:37 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.