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Screwy Primary/Secondary Command [Resolved]
Posted: Wed Dec 09, 2009 1:50 pm
by bolly
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)
Re: Screwy Primary/Secondary Command
Posted: Wed Dec 09, 2009 11:33 pm
by bolly
Just to note, to see this be sure to do a /reload spawns
Re: Screwy Primary/Secondary Command
Posted: Wed Dec 09, 2009 11:41 pm
by bolly
see screenshot attached
Re: Screwy Primary/Secondary Command
Posted: Thu Dec 10, 2009 5:35 pm
by John Adams
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!
Re: Screwy Primary/Secondary Command
Posted: Fri Dec 11, 2009 3:49 pm
by bolly
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!!
Re: Screwy Primary/Secondary Command
Posted: Fri Dec 11, 2009 5:38 pm
by LethalEncounter
bolly wrote:
am i ok running newer structs than the server? (Please say yes)
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.
Re: Screwy Primary/Secondary Command
Posted: Fri Dec 11, 2009 9:53 pm
by John Adams
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.
Re: Screwy Primary/Secondary Command
Posted: Sat Dec 12, 2009 1:19 am
by bolly
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
Re: Screwy Primary/Secondary Command
Posted: Sat Dec 12, 2009 2:58 pm
by LethalEncounter
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.
Re: Screwy Primary/Secondary Command
Posted: Sat Dec 12, 2009 6:36 pm
by LethalEncounter
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.
Re: Screwy Primary/Secondary Command
Posted: Sun Dec 13, 2009 1:01 am
by bolly
Would that be responsible for screwy /spawn details numbers on /reload spawns?
Re: Screwy Primary/Secondary Command
Posted: Sun Dec 13, 2009 1:45 am
by bolly
Ok i've changed the target_type to 1 but /spawn details still shows it as:
Primary Command Type: 859058432
Re: Screwy Primary/Secondary Command
Posted: Sun Dec 13, 2009 1:46 am
by bolly
/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
Re: Screwy Primary/Secondary Command
Posted: Sun Dec 13, 2009 3:20 am
by bolly
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
Re: Screwy Primary/Secondary Command
Posted: Sun Dec 13, 2009 4:24 am
by bolly
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!)