Is there any way, how to add one or more xmldeathaction attachments? Or something like that to fix this:
orc/ATTACH/<xmldeathaction/action/@SET...>
but than I need the trigmob to say something... I tried something like ....action/@SET... & SETONTROGMOB.. but did't work propely (also I tried "," between those attachments...).
It's like in spawner.. when I use for example SET,0x123/blabla.. than everything in this entry will apply to 0x123.. any idea?
QUOTE (aph @ July 24, 2006 11:51 am) |
Is there any way, how to add one or more xmldeathaction attachments? Or something like that to fix this:
orc/ATTACH/<xmldeathaction/action/@SET...>
but than I need the trigmob to say something... I tried something like ....action/@SET... & SETONTROGMOB.. but did't work propely (also I tried "," between those attachments...). It's like in spawner.. when I use for example SET,0x123/blabla.. than everything in this entry will apply to 0x123.. any idea? |
you can add multiple attachments of the same type (such as xmldeathaction) as long as you give them different names.
orc/ATTACH/<xmldeathaction/name/deathspeak/action/@SET...>
Because you are using the literal to end of string operator @ for the action string, you probably wont be able to specify the multiple attachments on a single line.
You can do it like this
subgroup 1: orc/ATTACH/<xmldeathaction/name/deathspeak/action/@SET...>
subgroup 1: SETONSPAWN,1/ATTACH/<xmldeathaction/name/second/action/@SET...>
subgroup 1: SETONSPAWN,1/ATTACH/<xmldeathaction/name/third/action/@SET...>
... etc.
that will allow you to attach as many things as you want to the orc.
Ah, nice that is exactly what I needed. Thanks
hmm I've got another problem.. when I use
.. /ATTACH/<xmldeathaction/action/@SETONTRIGMOB/ASCIIMSG,1,1150,3/*{GETONTRIGMOB,name} has ...!*>
so.. the first problem is that the trigmob says only * has ...!*
and the second problem is in using ASCIIMSG it sometimes works.. sometimes it doesn't work...
the problem is that the
{GETONTRIGMOB,name}
part of the string is evaluated at the time that that attachment is added and substituted into the string that is assigned to the Action. That is why it is empty.
I'll have to think a bit about the use of the literal operator and string substitution and how it should be handled.
I dont know about the ASCIIMSG issue except the possibility that you are killing the creature as staff using the [kill command which wont register the kill with the system.
QUOTE (ArteGordon @ July 24, 2006 08:37 pm) |
I dont know about the ASCIIMSG issue except the possibility that you are killing the creature as staff using the [kill command which wont register the kill with the system. |
sometimes when I use for example some players serial like SET,0x1B2C/ASCIIMSG... i don't see the text even in journal, but the player always says me he see the text.. sometimes it's conversely.. in the same situation i see the text and player dont...
QUOTE (aph @ July 24, 2006 02:54 pm) |
QUOTE (ArteGordon @ July 24, 2006 08:37 pm) | I dont know about the ASCIIMSG issue except the possibility that you are killing the creature as staff using the [kill command which wont register the kill with the system. |
sometimes when I use for example some players serial like SET,0x1B2C/ASCIIMSG... i don't see the text even in journal, but the player always says me he see the text.. sometimes it's conversely.. in the same situation i see the text and player dont...
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hmm. I'll take a look. It is only with ASCIIMSG that it does this? How about just the regular MSG?
MSG,SENDMSG,SAY .. everything works well.. asciimsg doesn't as I said... btw

I was player (staffcloak), he has just restart.. ("nic" means nothing) something about a minute ago he saw the text...
ok, I think that I have found out what is going on. RunUO 2.0 changed the way in which packets can be reused, so when the asciimsg packet was sent to multiple clients, it was not being handled correctly.
I have updated basexmlspawner.cs in the beta_20_314.zip file with the fix.
I can say, that in this way is runuo 1 and 2 similar

(I'm using runuo 1, xmlspawner v 311) .. anyway thanks again
the 2.0 change may have been to address the problems with packet reuse and ascii messages in 1.0
You can try this mod in the v3.11 RunUO1.0 version of basexmlspawner2.cs to see if it fixes it
QUOTE |
public static void PublicOverheadMobileMessage(Mobile mob, MessageType type, int hue, int font, string text, bool noLineOfSight) { if (mob != null && mob.Map != null) { Packet p = null;
IPooledEnumerable eable = mob.Map.GetClientsInRange(mob.Location);
foreach (NetState state in eable) { if (state.Mobile.CanSee(mob) && (noLineOfSight || state.Mobile.InLOS(mob))) {
// dont reuse old message packets //if (p == null) //{ p = new AsciiMessage(mob.Serial, mob.Body, type, hue, font, mob.Name, text);
//}
state.Send(p); } }
eable.Free(); } }
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