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sooms

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  1. An OnDestroy() function also does the trick. That runs when the object is destroyed so I generally put my remove handler calls in there.
  2. We had to upgrade Joomla to 3.5 to support php 7 as our webhost was dropping php 5.6 support. We had very little time to upgrade and had to rush the update which meant the old template and certain features were no longer usable. We will look at improving the look once all our sites are stable again (the main priority).
  3. Oh I meant your server logs, the client logs won't give much useful information (although it does look like its failing when trying to get the portrait sprite for your character - do you have it set up on the AtavismRaceData prefab?).
  4. There can be numerous reasons a character breaks and it can be hard to track down the reason. I generally just delete the character and create a new one, but you could look at the errors log to see what errors are popping up when they try log in. That should give you a starting point as to what is wrong with the character. If you post it here I may be able to point you in the right direction.
  5. Gave the script a read - I think all that needs to be done is a way to save the objects to the server like we do with Interactive objects and then set up messages to be sent to the clients of players nearby to tell the object to move (so they all move at the same time). I'll implement this in the final test version of 2.7, likely as part of the actual interactive objects system so it's minimal work.
  6. Yeah send an email to andrew at neojac.com and I'll give it a look. Thanks
  7. Yeah the male/female variations are just for UMA so far, but it would make sense to add it for all equipment displays. I'll look into it as it'll be a minor adjustment.
  8. sooms

    Consumables

    I agree it's cumbersome, but I can't think of an easier way to do it. It needs to run through the ability system to allow features such as cooldowns and other activation requirement checks. It would make a huge mess of the server side inventory code to copy in half of the ability system to it just to allow easier creation of consumable items.
  9. i'll have to think about this one - I see it as quite a cool feature to have. My current line of thought is to do it via the InteractiveObject system, or a very similar system. The idea being you would place the object in the scene as per usual, but then define a new location for it to travel to, along with a movement speed, and then linger time. The server will then do the work of working out when it's moving etc, and send that down to all players nearby, just like how the interactive object system works. I'll get back to you on this.
  10. Yeah this is a good idea that will be quick and easy to implement so i'll get it in for next test update of 2.7.
  11. sooms

    Bug found

    Thanks for the heads up. I'm fixing up some loading screen stuff at the moment, so will add that in as well.
  12. You need to change the PLAYER_CORPSE_LOOT_DURATION or PLAYER_CORPSE_MOB_TEMPLATE game settings in the Game Settings Plugin. You can read more here: http://209.95.42.103/aowiki/doku.php/game_settings_list
  13. sooms

    bug report

    Thanks for these looklzl, I will test each one out and see how I get on. A few I do already know about and am trying to fix.
  14. Thanks romaxjp - I can see this being useful for a lot of people.
  15. Hmm, can't say much about the trees, that will be a Unity issue. Not sure on the merchant table, it could be some weird UI scaling causing it to somehow get out of the screen, but I would doubt it. Would be good to see if anyone else is having either of these issues.
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