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Showing results 26 to 50 of 171
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Posts Made By:
Malevolent
Forum:
Archive::Development
05-02-2002, 03:05 AM
Replies:
2
ALICE and EQE
Views:
7,345
Posted By
Malevolent
Edit: Added link to complete project
Edit: Added link to complete project
Forum:
Archive::Development
05-02-2002, 03:03 AM
Replies:
2
ALICE and EQE
Views:
7,345
Posted By
Malevolent
ALICE and EQE
I've been experimenting with ALICE (http://www.alicebot.org/) and use of it in the emulator. Unfortunately, finding a pure C++ implementation proved difficult. I stripped down a few versions that...
Forum:
Archive::Screenshots
05-01-2002, 02:41 AM
Replies:
11
Fun with boats :)
Views:
10,093
Posted By
Malevolent
Scripting the boat around took me a little under...
Scripting the boat around took me a little under a minute or so. Just a matter of using #loc on myself as I flew around the shore. All the action and mobfactories were not scriped, so that helps...
Forum:
Archive::Development
04-30-2002, 02:04 PM
Replies:
0
is item_nr suppose to be uint16 or uint32?
Views:
4,457
Posted By
Malevolent
is item_nr suppose to be uint16 or uint32?
DB in GetItem() looks for uint32. But in merchant list, it is defined as uint16 in client_process.
uint16 item_nr = database.GetMerchantData(merchantid,x);
Item_Struct* item =...
Forum:
Archive::Screenshots
04-30-2002, 12:41 PM
Replies:
11
Fun with boats :)
Views:
10,093
Posted By
Malevolent
Not I. The goblin wizard was.
Not I. The goblin wizard was.
Forum:
Archive::Development
04-30-2002, 12:36 PM
Replies:
3
A forage skill snippet
Views:
5,688
Posted By
Malevolent
Add this to have the skill go up. ...
Add this to have the skill go up.
//See if the player increases their skill
float wisebonus = (pp.WIS > 200) ? 20 + ((pp.WIS - 200) * 0.05) : pp.WIS * 0.1;
if...
Forum:
Archive::Development
04-30-2002, 12:17 PM
Replies:
4
Scripted waypoints with the scripting engine.
Views:
6,583
Posted By
Malevolent
Oh, and in npc.h in public: I have void ...
Oh, and in npc.h in public: I have
void SetIsMovingHome(bool ToF) { ismovinghome=ToF;}
bool GetIsMovingHome() { return ismovinghome;}
And I moved
float org_x, org_y, org_z,...
Forum:
Archive::Development
04-30-2002, 12:11 PM
Replies:
4
Scripted waypoints with the scripting engine.
Views:
6,583
Posted By
Malevolent
Use this hacked and dirt wesquests.cpp:
Use this hacked and dirt wesquests.cpp:
Forum:
Archive::Development
04-30-2002, 12:10 PM
Replies:
4
Scripted waypoints with the scripting engine.
Views:
6,583
Posted By
Malevolent
In npc.h, add these parts to the public members...
In npc.h, add these parts to the public members of the NPC class.
/******************************************************
WayPoints
******************************************************/...
Forum:
Archive::Development
04-30-2002, 12:09 PM
Replies:
4
Scripted waypoints with the scripting engine.
Views:
6,583
Posted By
Malevolent
I had a problem with the triggers all going off...
I had a problem with the triggers all going off at the same time. I fixed this by just assigning some really large random number.
In NPC.CPP, specifically in the constructor:
...
Forum:
Archive::Development
04-30-2002, 12:07 PM
Replies:
4
Scripted waypoints with the scripting engine.
Views:
6,583
Posted By
Malevolent
Scripted waypoints with the scripting engine.
Previously, I used a database to do this. This time, I've used the scripting engine. The performance is about the same, so far as I can tell.
You can try it out in the lab, just zone to...
Forum:
Archive::Screenshots
04-30-2002, 10:32 AM
Replies:
2
Halfling shots
Views:
6,579
Posted By
Malevolent
I just happened on this. "What's Rootenpaw up...
I just happened on this. "What's Rootenpaw up to?"
Forum:
Archive::Screenshots
04-30-2002, 10:31 AM
Replies:
2
Halfling shots
Views:
6,579
Posted By
Malevolent
Look who I found crawling in the shadows, trying...
Look who I found crawling in the shadows, trying to kill one of the locals :)
Forum:
Archive::Screenshots
04-30-2002, 10:31 AM
Replies:
2
Halfling shots
Views:
6,579
Posted By
Malevolent
Halfling shots
I zoned into misty and after lurching about the local merchants, noticed that the guards had lined up in formation outside the mouth to Rivervale.
Forum:
Archive::Screenshots
04-30-2002, 10:29 AM
Replies:
11
Fun with boats :)
Views:
10,093
Posted By
Malevolent
I set a boat as a mobfactory in erudsxing. ...
I set a boat as a mobfactory in erudsxing.
That dragon (601 race: size 50) is going to its master, one of the local ships. It wound up flying just above the deck.
Forum:
Archive::Screenshots
04-30-2002, 10:28 AM
Replies:
11
Fun with boats :)
Views:
10,093
Posted By
Malevolent
Don't mess with a dwarf's boat.
Don't mess with a dwarf's boat.
Forum:
Archive::Screenshots
04-30-2002, 10:27 AM
Replies:
11
Fun with boats :)
Views:
10,093
Posted By
Malevolent
The orcs huddle to discuss their plan. But the...
The orcs huddle to discuss their plan. But the dwarven sailor has come back down from the rigging -- and a nasty surprise is being cooked up by the goblin wizard!
Forum:
Archive::Screenshots
04-30-2002, 10:26 AM
Replies:
11
Fun with boats :)
Views:
10,093
Posted By
Malevolent
Soon a goblin and their pet skunk jumped aboard...
Soon a goblin and their pet skunk jumped aboard the ship!
Forum:
Archive::Screenshots
04-30-2002, 10:24 AM
Replies:
11
Fun with boats :)
Views:
10,093
Posted By
Malevolent
Fun with boats :)
Some fun I had with boats after I put in some scripting to move them about.
I spawned some orcs on the deck of the sirens bane. I have it set to by default start 4723 as a mob factory. Hence why...
Forum:
Archive::Development
04-29-2002, 01:51 PM
Replies:
9
Dragon breath attacks
Views:
7,899
Posted By
Malevolent
Anyone bothered to try using SEQ on eqlive to see...
Anyone bothered to try using SEQ on eqlive to see if something different occurs?
Forum:
Archive::Development
04-29-2002, 12:29 PM
Replies:
3
new mods for wesquests: Move a NPC to a new location and ani
Views:
7,273
Posted By
Malevolent
If I understand what you are saying right, it...
If I understand what you are saying right, it would only move the npc to x,yz as the SendTo() doesn't always work (esp. if you don't have maps). I've found playing off of the ismovinghome works out...
Forum:
Archive::Development
04-29-2002, 09:53 AM
Replies:
4
IRC Developer channel?
Views:
6,067
Posted By
Malevolent
Download the latest version (see mainpage)....
Download the latest version (see mainpage). Change log is in the readme. You can also find a historical changelog via sourceforge.
Forum:
Archive::Development
04-29-2002, 06:17 AM
Replies:
12
Airships :)
Views:
9,105
Posted By
Malevolent
I've tried #summoning the ship to a new zloc, but...
I've tried #summoning the ship to a new zloc, but it just refuses to move. It reports to me that the vertical coordinate does change with each new waypoint, but it refuses to display that. However,...
Forum:
Archive::Development
04-29-2002, 04:05 AM
Replies:
12
Airships :)
Views:
9,105
Posted By
Malevolent
One problem is that not all zones have ships, and...
One problem is that not all zones have ships, and a ship model is required (you could get away with using a canoe I reckon). Another is that I currently am having problems with the vertical axis and...
Forum:
Archive::Development
04-28-2002, 11:54 AM
Replies:
3
A forage skill snippet
Views:
5,688
Posted By
Malevolent
A forage skill snippet
client_process.cpp
case OP_Forage:
{
/******************************************************
An interesting problem is determining in advance what...
Showing results 26 to 50 of 171
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