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Topics - Grandewd

Pages: [1] 2 3
1
Script Debug / Have you ever done this....
« on: November 29, 2014, 12:24:46 AM »
Have you ever looked at the same very long script, day after day - looking for ways to make it quicker....  And then, all of a sudden it dawns on you   :)  - that you're wasting time doing something that you didn't need to do - and that you could take 40% off without doing that intermediate completely unnecessary step????

Well I can tell you I'm a happy camper, since I diagnosed my own bad habits... 

Anyway,  I figure this forum needs some misc bs every now and then.... So, that's my dose.....

Don't say I didn't do my part..................  :D

2
Script Debug / Forced patch?
« on: October 10, 2014, 02:04:15 PM »
Aborted the client patch.  Still using the last client, but getting "problem communicating with Origin" msg...
Anyone able to log in to OSI using last client?

3
Script Debug / How do you get a gargoyle to fly?
« on: September 30, 2014, 01:36:42 AM »
Nothing in the docs regarding flying that I can find...
So, how do you get your gargoyle to fly?

4
Script Debug / Regarding event pathfind and while loop... question.
« on: September 27, 2014, 02:34:36 PM »

 :-[
Here's the simple code I'm using:
Code: [Select]
event pathfind 2149 1415 -23
while #charposx <> 2149 && #charposy <> 1415
   {
    wait 5
    event pathfind 2149 1415 -23
   }

I know Cheffe said in the doc's:
Quote
Please note that your script will keep on executing while the character is moving.
but in my example the script jumps out of the while loop before it reaches the coords. 
This is in one of my houses, and nothing is keeping it from reaching the destination tile. 

How/why is it leaving the while loop before the condition is met?  ???

5
Script Debug / Is my logic sound here?
« on: September 23, 2014, 01:36:18 PM »
Hi all,

I'm using the code below to make certain I get to the coords in event pathfind.  It seems to work fine, but wondering if there are any issues doing it like this:

Code: [Select]
top:
event pathfind 2149 1415 -23 3s
wait 1s
if #charposx <> 2149 && #charposy <> 1415
   {
    wait 10
    goto top
   }
else
halt

6
Script Debug / Stopping a script when it's menu is closed....
« on: August 31, 2014, 04:51:40 PM »
:)
Here's what I've been using to call all my menu's, of which I have many....  :-\

Code: [Select]
set #menuButton N/A
set %EndScript #false
Repeat
  If #MenuButton <> N/A
     {
     gosub #menuButton
     set #menuButton N/A
     }
until #menubutton = closed
halt  ; End script


I have 3 menu's called exactly like the above snippet.
If I close the menu with the red-x, two of them stop the menu script.  The 3rd one never will do that (and I want it to)...
Wtf am I missing?

 :-[

7
Script Debug / Voice control
« on: August 30, 2014, 03:01:27 PM »
 ;)

I've been experimenting with using voice commands to control some scripts, and am wondering if any of you do the same?

8
Script Debug / Quick help with global variable
« on: August 15, 2014, 04:15:40 PM »
I'm finally getting around to using namespace and have a question regarding global variables.
What's the best method for having only 1 specific script respond to a global?

9
Script Debug / Regarding Display OK
« on: August 06, 2014, 03:31:20 PM »
Is it possible to position the Display OK gump ?
 :-[

10
Script Debug / My heartwood quester needs some help
« on: August 02, 2014, 12:24:15 AM »
 :D
I'm making a script to do Fletcher Quests in Heartwood, and have most of it finished and tested - except the hardest part, of course - which is having Kal's or TM's ocr subs cycle thru and pick only the two quests (out of the five offered) that I want to do.  

Obviously I considered using TM's incredible Heartwood script, but I didn't want to ask him to modify his script to include the two quests that I wanted.  So, right now it does most everything I want  - except knowing how to use OCR to pick the quests from the quest gumps....  

Help?
 :-[

11
Script Debug / Picking a specific onscreen gump
« on: July 25, 2014, 05:14:55 PM »
Hi all,

First, I apologize if this is a really dumb question - but here goes.  Let's say I have 2 or more gumps currently on screen.  I know their ID's/names/types/etc.
How can I select one of these gumps to use contpos on?   :-[

12
We have #fr #cr #pr #er to get the values of Fire/Poison/Energy/Cold.
What happened to Physical?  How do I get the value for Physical Resist on a piece of armor?

Thx

13
Script Debug / Another question if you don't mind......
« on: June 10, 2014, 02:48:03 PM »

14
Script Debug / Can I pick your brains please
« on: June 09, 2014, 11:06:12 AM »
Ok, I'd love to know if this can be done.

I often find myself in need of raising Fame for the Sacrifice Virtue, having dropped in Sacrifice because of self-rezing (I know, I shouldn't die so much).
Anyway, I do this with RC's at the Troglodytes.
Problem is, after 20 mins the floor is full of bodies and it get's hard to find a spot on the ground that doesn't contain a body.

So, my question is:  Is there a way to "find" an empty spot to cast on among all the dead bodies?
                                            - or -
                              If I use EUO to "hide" bodies, (I know that can be done), can I cast on top of where they "were" ?

**Edit**  I'd prefer to know if it is possible to have EUO "look" for an empty spot on the ground within a certain area.

15
Script Debug / Regarding Armor Ignore
« on: May 31, 2014, 03:13:04 PM »
How do you guys check to see if you have it on your weapon?
:-[

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