ScriptUO
Ultima Online Fan Board => General UO Chat => Topic started by: Cerveza on October 16, 2010, 09:18:05 PM
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I had to reload after the latest upgrade because my chars were all naked, without backpacks, and standing through the floor of whatever building they were in.
After reloading with ML I am unable to mine. I checked the posts at EUO trying to edit my Registry to match what they said over there and I find that all the paths already exist and are correct.
I unloaded ML and loaded SA and I get the same thing... actually a bit worse because the "Origin Worlds Online" key doesn't even exist.
I've since unloaded SA and loaded ML into the directory "C:\Program Files\EA Games\Ultima Online\" to be as generic as possible. I've verified the registry at [HKEY_LOCAL_MACHINE\SOFTWARE\Origin Worlds Online\Ultima Online\1.0] has the correct paths.
Still not mining.
Whats the fix here? I'm sure others have had this problem.... mw? any insight from the countless posts in your LJ and Miner scripts??
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Luckily Orngrimm at EUO has taken the post serious and started compiling data on what works and what doesn't.
Please post there with your versions and if they work or not. It'll help to get this resolved.
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12x miner works, but that has always worked.
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Cheffe's response - IT DOESN'T WORK, How many times must I say!! And I'm not going to offer any assistance!@!!
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*Prints out Copy of Most Recent Miner and Lumberjacker*
*Poors Gasoline Over Computer*
*Lights his Lumberjacker and Miner on Fire, using them to ignite the gas on his computer*
There, now I don't feel so bad about the past two years of dealing with Whiny little *Explicitive* at EASYUO and making those scripts work for freeshards I don't even care about.
*Cries X_X *
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Cheffe wants clips of code... the MW miner is the one not working, guess I'll dive in and try to find the tile info he's looking for.
Worked great up to this last patch/install.
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12x miner works, but that has always worked.
:D
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Its Really Old Code, so i'm sure he will just laugh at it. Needs to just be rewritten anyways.
sub init
tile init nooverrides
set %x1 #charposx - 2
set %y1 #charposy - 2
set %x_limit #charposx + 2
set %y_limit #charposy + 2
return
sub tiler
Tile init Nooverrides
gosub Diagnostics Tile 0
Tiler:
set #lpc 100
tile cnt %x1 %y1
for %tilekind 1 #tilecnt
{
tile Init
tile get %x1 %y1 %tilekind
set %8x8_X %x1 / 8
set %8x8_Y %y1 / 8
set %8x8 %8x8_X , _ , %8x8_Y
if TREE in #tilename && %8x8 notin %last8x8
{
set %last8x8 %last8x8 , _ , %8x8
set %tree_found YES
set #ltargetx %x1
set #ltargety %y1
set #ltargettile #tiletype
Set #ltargetkind 3
set #ltargetz #tilez
set #lpc 20
set %chops 0
return
}
}
gosub Next_tile
if %y1 > %y_limit
{
gosub Diagnostics Notree 20
set %init True
set %tree_found No
set %y1 #charposy - 2
set #lpc 20
set %last8x8 N/A
return
}
goto tiler
sub Next_Tile
set %x1 %x1 + 1
if %x1 > %x_limit
{
set %y1 %y1 + 1
set %x1 #charposx - 2
}
return
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any resolution to this. I just notice One of my clients no longer mines every spot. This wasnt a fresh install, and its running same script always has. Only changes patch new version of EUO.
Its cave floors.. now my script could always mine cave floors it made the needed adjustments so im wondering whats changed.