Search found 14 matches
- Tue May 17, 2011 6:07 am
- Forum: General Discussion
- Topic: Archive corruption
- Replies: 0
- Views: 3509
Archive corruption
I've been recently poking around the forum and I've noticed that several archives are corrupt after download. Some I have tried include the World of Dreams rewrites, Asgard and Neverlands. All of these report "unexpected end of archive" errors.
- Tue May 17, 2011 5:05 am
- Forum: Complete Worlds
- Topic: Pol 098 World of Dreams Scripts!
- Replies: 22
- Views: 57062
Re: Pol 098 World of Dreams Scripts!
this archive, as well as the wod 097 archive, is corrupt.
- Fri Jan 15, 2010 1:15 pm
- Forum: Current stable release (099)
- Topic: UOSA Wearables
- Replies: 3
- Views: 4173
Re: UOSA Wearables
That's craptastic. I'm beginning to see why some people are disliking UOSA. I'm assuming that the only way to make this work is by adding the animations.. which I won't be doing.
- Thu Jan 14, 2010 7:22 pm
- Forum: Current stable release (099)
- Topic: UOSA Wearables
- Replies: 3
- Views: 4173
UOSA Wearables
Just doing some testing and I'm seeing that the UOSA wearables (particularly the weapons, i haven't tested anything else) animations are not functioning on human characters. As well, wearable animations from previous expansions are not showing when equipped on a gargoyle character. This may be a ...
- Fri Jan 08, 2010 1:05 pm
- Forum: Scripting Help
- Topic: NPC Movementation
- Replies: 3
- Views: 3442
Re: NPC Movementation
<tiko> phao: your idea about the traps.. why not have your trap script (the walkon) check if the approaching character is an npc and disable the trap if so?
<tiko> simply check for whether or not the character that stepped on it is a player, then set it off
<phao> hmm
<phao> that's WAYYYYY BETTERRRR ...
<tiko> simply check for whether or not the character that stepped on it is a player, then set it off
<phao> hmm
<phao> that's WAYYYYY BETTERRRR ...
- Wed Jan 06, 2010 7:14 am
- Forum: UOFiddler
- Topic: Crash after sorting animations alphabetically
- Replies: 1
- Views: 3126
Crash after sorting animations alphabetically
I compiled UOFiddler from SVN, revision 1693. See this thread: http://forums.polserver.com/viewtopic.php?f=32&t=3093&start=0
Crash happens when sorting animations alphabetically using the settings menu on the animations tab.
************** Exception Text **************
System.InvalidCastException ...
Crash happens when sorting animations alphabetically using the settings menu on the animations tab.
************** Exception Text **************
System.InvalidCastException ...
- Tue Jan 05, 2010 8:22 pm
- Forum: UOFiddler
- Topic: Bug with Animations (Uofiddler v 4.3)
- Replies: 3
- Views: 5102
Re: Bug with Animations (Uofiddler v 4.3)
Compiled the SVN, 32-bit only. Here it is and hope I'm not stepping on any toes.
- Sun Jan 03, 2010 3:04 pm
- Forum: Complete Worlds
- Topic: Pol 098 World of Dreams Scripts!
- Replies: 22
- Views: 57062
Re: Pol 098 World of Dreams Scripts!
Fine job. I vividly remember playing on WoD as a newb. The ideology behind how WoD was played is still an inspiration for me when I do anything new or custom. Having this set again will make it a lot easier to remember. ;) (drocket took the original scripts off his site, or, I just can't find them.)
- Sun Jan 03, 2010 12:49 pm
- Forum: Current stable release (099)
- Topic: boats.cfg entries do not match those in multis.cfg
- Replies: 2
- Views: 3698
Re: boats.cfg entries do not match those in multis.cfg
Hi Tomi,
That did the trick.. it didn't occur to me that the boats were now inside the MaxTileID range. Thanks.
That did the trick.. it didn't occur to me that the boats were now inside the MaxTileID range. Thanks.
- Sat Jan 02, 2010 5:48 pm
- Forum: UOFiddler
- Topic: Bug with Animations (Uofiddler v 4.3)
- Replies: 3
- Views: 5102
Re: Bug with Animations (Uofiddler v 4.3)
I have the same issue here. Win7x64, if it matters.
- Sat Jan 02, 2010 5:43 pm
- Forum: Current stable release (099)
- Topic: boats.cfg entries do not match those in multis.cfg
- Replies: 2
- Views: 3698
boats.cfg entries do not match those in multis.cfg
Hi,
I generally always try to setup a basic server, without an unnecessary scripts when a new build is released. Been a while since I've needed to post, but I've come across an issue with the newest 099 build (01/02/10). My client's stuff is updated to 7.0.3.4, including the SA addon.
After ...
I generally always try to setup a basic server, without an unnecessary scripts when a new build is released. Been a while since I've needed to post, but I've come across an issue with the newest 099 build (01/02/10). My client's stuff is updated to 7.0.3.4, including the SA addon.
After ...
- Wed Aug 20, 2008 9:48 pm
- Forum: Scripting Help
- Topic: Reloadable constants?
- Replies: 5
- Views: 4185
Reloadable constants?
Umm, I want to have a set of global variables that are re-loadable. Is this a poor way to do that?
use cfgfile;
include "include/utils"
program dotcmd_reloadconst(who, text)
if (who.cmdlevel < 5)
send_to_gm("Idiots have tried to use .reloadconst!");
SendSysMessage(who, "GO DIE ...
use cfgfile;
include "include/utils"
program dotcmd_reloadconst(who, text)
if (who.cmdlevel < 5)
send_to_gm("Idiots have tried to use .reloadconst!");
SendSysMessage(who, "GO DIE ...
- Wed Aug 30, 2006 1:41 am
- Forum: General Discussion
- Topic: All new UO client in 2007
- Replies: 6
- Views: 6657
- Sat Apr 29, 2006 2:49 pm
- Forum: General Help (096)
- Topic: Necromancy spell ID
- Replies: 1
- Views: 3440
Necromancy spell ID
Ok, I'm stumped. I'm working on a magic system for 096 and have the normal spellbook setup and operational.
My question is, when a spell is double clicked from the necromancer's spellbook, what happens? When I use the magery spellbook, it seems to know which spell id to get it's information from in ...
My question is, when a spell is double clicked from the necromancer's spellbook, what happens? When I use the magery spellbook, it seems to know which spell id to get it's information from in ...