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Official ScriptUO EasyUO Scripts => Scripting Chat => Topic started by: NObama on October 11, 2009, 09:41:04 AM

Title: Problem with tile scanning in Ter Mur
Post by: NObama on October 11, 2009, 09:41:04 AM
The lumber script I'm using relies on the tilename variable...which doesn't seem to exist in Ter Mur.

Anyone have any ideas on a workaround?  I'm thinking something position-based that required me to mark runes in the same spot relative to trees and just blindly chop on a x-y coord...

 :)
Title: Re: Problem with tile scanning in Ter Mur
Post by: Endless Night on October 11, 2009, 04:15:50 PM
I suspect this might be a failing in EUO to read the extended map info.. not 100% but thats what i suspect.

http://www.easyuo.com/forum/viewtopic.php?p=353513#353513
Title: Re: Problem with tile scanning in Ter Mur
Post by: Petkiller on October 11, 2009, 04:19:22 PM
Yes its the same problem with with mining I looked and its not reading any tile info.  I guess have to go old school where I used to mark each an x and y for every recall spot.