Screwy Primary/Secondary Command [Resolved]
-
bolly
- Retired
- Posts: 389
- Joined: Mon Sep 21, 2009 3:03 pm
- Location: Leeds, UK
Screwy Primary/Secondary Command [Resolved]
http://www.eq2emulator.net/index.php?page=18&detail=327
Thought i'd bring this one to your attention on the forums as we had to roll back because of it - am i ok running newer structs than the server? (Please say yes)
Thought i'd bring this one to your attention on the forums as we had to roll back because of it - am i ok running newer structs than the server? (Please say yes)
Last edited by bolly on Sun Dec 13, 2009 8:19 am, edited 1 time in total.
-
bolly
- Retired
- Posts: 389
- Joined: Mon Sep 21, 2009 3:03 pm
- Location: Leeds, UK
Re: Screwy Primary/Secondary Command
Just to note, to see this be sure to do a /reload spawns
-
bolly
- Retired
- Posts: 389
- Joined: Mon Sep 21, 2009 3:03 pm
- Location: Leeds, UK
Re: Screwy Primary/Secondary Command
see screenshot attached
You do not have the required permissions to view the files attached to this post.
Last edited by bolly on Fri Dec 11, 2009 3:49 pm, edited 1 time in total.
- John Adams
- Retired
- Posts: 9684
- Joined: Thu Jul 26, 2007 6:27 am
- EQ2Emu Server: EQ2Emulator Test Center
- Characters: John
- Location: Arizona
- Contact:
Re: Screwy Primary/Secondary Command
It would probably benefit both you and us to attach your pics right to your post here (below post box, Upload Attachment) so we can see them - plus, when you are finally committed to the looney bin for all your efforts on content, your image links won't poof and leave empty holes everywhere 
I'm just sayin!
I'm just sayin!
-
bolly
- Retired
- Posts: 389
- Joined: Mon Sep 21, 2009 3:03 pm
- Location: Leeds, UK
Re: Screwy Primary/Secondary Command
the max resolution is a killer, you can barely read it! on a side note, can we use this upload system to link back from the wiki for race images?
what do you mean finally!!
what do you mean finally!!
-
LethalEncounter
- Team: Zombie
- Posts: 2717
- Joined: Wed Jul 25, 2007 10:10 pm
Re: Screwy Primary/Secondary Command
Yes, updated structs are always a good thing. Even if the server doesn't quite use all the fields in a struct as long as the structure is correct you will be fine. Btw what exactly is the problem? I couldn't tell what the picture said.bolly wrote: am i ok running newer structs than the server? (Please say yes)
- John Adams
- Retired
- Posts: 9684
- Joined: Thu Jul 26, 2007 6:27 am
- EQ2Emu Server: EQ2Emulator Test Center
- Characters: John
- Location: Arizona
- Contact:
Re: Screwy Primary/Secondary Command
You should be able to upload your full images (like I do). The forum will thumbnail them down and allow them to be clickable to see the full version in a new window/tab.
I do not think you can use these attached files elsewhere, because they are stored cryptically on purpose. I think. I'd have to look into it more. However, if you want to start using eq2emulator.net-stored images for the Wiki, I'm sure we could setup some kind of script to store them with a logical path.
I do not think you can use these attached files elsewhere, because they are stored cryptically on purpose. I think. I'd have to look into it more. However, if you want to start using eq2emulator.net-stored images for the Wiki, I'm sure we could setup some kind of script to store them with a logical path.
-
bolly
- Retired
- Posts: 389
- Joined: Mon Sep 21, 2009 3:03 pm
- Location: Leeds, UK
Re: Screwy Primary/Secondary Command
i knew this was going to happen
the primary & second command changes on /reload spawns on all npcs, this causes some weird problems where if you try to harvest a node it shows the correct progress bar but then fails with: 'Invalid target for this spell'
rolling back a few versions seems to fix this for me
the primary & second command changes on /reload spawns on all npcs, this causes some weird problems where if you try to harvest a node it shows the correct progress bar but then fails with: 'Invalid target for this spell'
rolling back a few versions seems to fix this for me
-
LethalEncounter
- Team: Zombie
- Posts: 2717
- Joined: Wed Jul 25, 2007 10:10 pm
Re: Screwy Primary/Secondary Command
bolly wrote:i knew this was going to happen
the primary & second command changes on /reload spawns on all npcs, this causes some weird problems where if you try to harvest a node it shows the correct progress bar but then fails with: 'Invalid target for this spell'
rolling back a few versions seems to fix this for me
Ahh OK, so the commands are correct and then get messed up when you do a /reload spawns? That seems like an easy fix.
-
LethalEncounter
- Team: Zombie
- Posts: 2717
- Joined: Wed Jul 25, 2007 10:10 pm
Re: Screwy Primary/Secondary Command
I just tested this out and the problem I had was not a problem with the code, but a problem with the spells. I might have made a code change that enforced the spell target type, but the target type for Fishing, Foresting, Gathering, Mining, Trapping, and Collecting should be 1. A target type of 0 is caster only and the code will automatically try to cast the spell on the caster if the target type is 0.
-
bolly
- Retired
- Posts: 389
- Joined: Mon Sep 21, 2009 3:03 pm
- Location: Leeds, UK
Re: Screwy Primary/Secondary Command
Would that be responsible for screwy /spawn details numbers on /reload spawns?
-
bolly
- Retired
- Posts: 389
- Joined: Mon Sep 21, 2009 3:03 pm
- Location: Leeds, UK
Re: Screwy Primary/Secondary Command
Ok i've changed the target_type to 1 but /spawn details still shows it as:
Primary Command Type: 859058432
Primary Command Type: 859058432
-
bolly
- Retired
- Posts: 389
- Joined: Mon Sep 21, 2009 3:03 pm
- Location: Leeds, UK
Re: Screwy Primary/Secondary Command
/reload spawns
Primary command type: 0
/reload spawns
Primary command type: 76923224
/reload spawns
Primary command type: 0
/reload spawns
Primary command type: 0
/reload spawns
Primary command type: 76368888
Primary command type: 0
/reload spawns
Primary command type: 76923224
/reload spawns
Primary command type: 0
/reload spawns
Primary command type: 0
/reload spawns
Primary command type: 76368888
-
bolly
- Retired
- Posts: 389
- Joined: Mon Sep 21, 2009 3:03 pm
- Location: Leeds, UK
Re: Screwy Primary/Secondary Command
Just to note, when setting the target type to 0, Chop certainly shows up as the bar comes on screen. Only when changing it to target_type 1 do you get the range issue you are talking about
But that issue above is not the same as /spawn details, it's like eq2world knows the right entity command but spawn details is showing otherwise
But that issue above is not the same as /spawn details, it's like eq2world knows the right entity command but spawn details is showing otherwise
-
bolly
- Retired
- Posts: 389
- Joined: Mon Sep 21, 2009 3:03 pm
- Location: Leeds, UK
Re: Screwy Primary/Secondary Command
WorldDatabase::LoadGroundSpawns(){
was missing
if(primary_command_list)
{
spawn->SetPrimaryCommands(primary_command_list);
spawn->primary_command_list_id = atoul(row[4]);
}
if(secondary_command_list)
{
spawn->SetSecondaryCommands(secondary_command_list);
spawn->secondary_command_list_id = atoul(row[5]);
}
also objects and maybe even widgets?
for the other spell range issue: i'm now working with target type 1 and a range of 35 (it was at 0 - which would work with target type 0 i guess!)
was missing
if(primary_command_list)
{
spawn->SetPrimaryCommands(primary_command_list);
spawn->primary_command_list_id = atoul(row[4]);
}
if(secondary_command_list)
{
spawn->SetSecondaryCommands(secondary_command_list);
spawn->secondary_command_list_id = atoul(row[5]);
}
also objects and maybe even widgets?
for the other spell range issue: i'm now working with target type 1 and a range of 35 (it was at 0 - which would work with target type 0 i guess!)
Who is online
Users browsing this forum: No registered users and 0 guests