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Orion UO Scripts / Re: Fully functional Lumberjack script!
« Last post by altiric on August 05, 2023, 04:58:43 PM »gruntman: If your getting that with every swing it seems like your usitemdelay is too short. In your Orion Assistant, you can go to the Main page and click on the Options 1 tab. In there you will find useitemdelay and moveitemdelay. You can adjust the values there as needed and they will be updated in the script, don't even need to reload or pause the script. I did it this way so all the wait timers in the script can be adjusted by the user without having to edit anything. 1200ms works perfectly for me, but i have heard of people getting away with as little as 600ms, or needing as much as 1800ms. I did put v1.1 on my github which changes the pause scripts when health is low or enemy is spotted. It will now wait for full health and continue, or check for histiles again after 5min and continue rather than just stop. I have already finished a number of other little updates and will have 1.2 ready to post here before the end of the weekend.
Gderian: That timer is just in there encase the message gets missing or does not display for some reason, the script wont just hang. It really should be set to the useitemdelay like the rest for consistency, but was just in there as a precaution anyway. The script runs without that check in at all, but not having it would cause extra chops when a tree is empty since the journal message would not show up before the next swing.
Thanks for the feedback, and glad its working for most people right out of the box! I am working on a couple little glitches that are causing issues, like opening the paperdoll before counting axes, etc. I'll add in that amber, just keep forgetting lol. Also trying to fix up the comments since people have already been ripping this apart for their own needs, which is awesome.
Gderian: That timer is just in there encase the message gets missing or does not display for some reason, the script wont just hang. It really should be set to the useitemdelay like the rest for consistency, but was just in there as a precaution anyway. The script runs without that check in at all, but not having it would cause extra chops when a tree is empty since the journal message would not show up before the next swing.
Thanks for the feedback, and glad its working for most people right out of the box! I am working on a couple little glitches that are causing issues, like opening the paperdoll before counting axes, etc. I'll add in that amber, just keep forgetting lol. Also trying to fix up the comments since people have already been ripping this apart for their own needs, which is awesome.