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  #1  
Old 06-11-2016, 10:08 PM
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Default Disabling Return home & tutorial - Server ruels ignored

I'm not sure exactly when this started, but the following rules seem to no longer do anything to change behavior of either of these:

Code:
World::EnableReturnHomeButton
World::EnableTutorialButton
Both of these are set to false, and it used to work to disable the features. It seems as though neither do anything at all now.

Was there a change that could have affected these?
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  #2  
Old 06-11-2016, 11:13 PM
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I've tried the same thing with the Tutorial button, with no success.
The ReturnHome is disabled, but I found that value in 3 different rule
sets in the rule values table. (1,2 & 10)
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  #3  
Old 06-11-2016, 11:49 PM
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This works pretty good for disabling Tutorial Button at login screen:

Code:
World:MaxLevelForTutorial (value) -1
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  #4  
Old 06-11-2016, 11:49 PM
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I've only got 2 rulesets, and both have them set to false and have had for ages now. Just seems some time since I last looked at it they became active and I can't get 'em turned off.
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  #5  
Old 06-11-2016, 11:53 PM
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Not sure if you seen my last post ^^^ (think we posted at same time), but
I guess one could always set an outrageous timer on home button.
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  #6  
Old 07-04-2016, 11:42 AM
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Can anybody else confirm what I'm seeing above by chance? That "Return Home" and Tutorial are not able to be disabled right now, regardless of rules?

I am real sure these were actually disabled at one time. Now nothing I do makes that work.

For now I have set the return home to a huge number, and created an ENTER_ZONE event to gate characters entering tutorialb. While these are functional workarounds, they're not the way it "should" work.
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  #7  
Old 07-04-2016, 02:50 PM
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I remember doing some work on them a few years ago and they did indeed work.

Let me fire up my server and see if I get the same results.
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  #8  
Old 07-04-2016, 03:15 PM
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Ti thru RoF2 all showed disabled for both buttons when those rules were set to false (ruleset 1 - "default")


Is it possible that world is defaulting to a ruleset that you do not have identified in the database?

That would cause the hard-coded defaults to be used.
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  #9  
Old 07-04-2016, 04:19 PM
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I have rulesets 1 and 10. Zones all set to use ruleset 10, but both settings are set to disabled in both. Further, I changed common/ruletypes.h a few weeks ago, so even the default should be disabled.

https://github.com/N0ctrnl/VAServer/...ce6a2d0abce971

Code:
-RULE_BOOL(World, EnableTutorialButton, true)
-RULE_BOOL(World, EnableReturnHomeButton, true)
+RULE_BOOL(World, EnableTutorialButton, false)
+RULE_BOOL(World, EnableReturnHomeButton, false)
I'm at a loss. I feel like I've checked and double checked but just can't find it.
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  #10  
Old 07-06-2016, 01:45 PM
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Wanted to circle back here and clarify/update a couple things.

The tutorial button on the character select screen is indeed disabled. It's the one on the creation screen I was looking at. Seems the rule doesn't govern that one. Setting the tutorial zone ID to 0 makes the button irrelevant and skips the tutorial entirely, regardless of whether it's set at creation or not.
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  #11  
Old 07-06-2016, 02:25 PM
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I started to look into this..but, got side-tracked :/
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  #12  
Old 07-06-2016, 02:28 PM
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I just mainly wanted to let anybody know that might be following this.

Editing the UI file is another option, and one I'm going to do also. Since I have a patcher and can push these types of things, it's a no brainer. Doesn't really change anything, but that is indeed an option to hide the button entirely. I'm not terribly upset about it being there as long as it doesn't actually work - like now!
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  #13  
Old 07-06-2016, 04:08 PM
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The tutorial flags are hard-coded in the SoF+ client translators..therefore, ignoring the rule-based conditional definitions...
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  #14  
Old 07-06-2016, 05:04 PM
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So setting the tutorial zone to 0 is gonna be the only way to disable the tutorial button on character create then? Maybe a note on the rule wouldn't be a bad idea if so(?) I know I went with -1 for a while thinking maybe that'd do it, but it didn't.
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  #15  
Old 07-06-2016, 05:13 PM
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We can add a note, for sure.

I'll have to dig into the translator code and make those changes at some point.

Shouldn't be too hard..but, trying to trace down another issue atm.
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