About givecash: it would be nice if the function was able to send money to offline characters as well. This would eliminate the problem of transferring cash between chars once and for all.
' Wrote:Oh, then it's great, I though it's only for online characters...
It does work for offline chars, Blodo.
Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.
Good work Silent...I'm not sure it'll work though. I can't see how the plugin detects when a player dies (calls the BhKillCheck() function) or expires a bounty (calls the BhTimeoutCheck() function). I might have missed something. I'll add hooks for these functions and send you the code.
Proud member of "the most paranoid group of people in the community"
' Wrote:About givecash: it would be nice if the function was able to send money to offline characters as well. This would eliminate the problem of transferring cash between chars once and for all.
Yeah...instructions were wrong...it does work for offline characters. It also checks the credit limit for the player you're sending cash to...although this is wrong at the moment. It checks to make sure the transfer doesn't exceed 1999999999. This should be 1900000000 - will fix it soon.
Proud member of "the most paranoid group of people in the community"
Also, one note, /autobuy option doesn't work for all characters on an account.
Only for the character you'r playing at the moment. It is saved automatically though, that's true.
Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.
for some reason it dosnt pay when you get the kill. It also dosnt announce the kill. I had the same problem when i exported it to FLHook. And i cant remember how i fixed it.
' Wrote:How does the bounty system keep track of the character? What happens if you post a bounty on someone who then changes names?
Yes...or it might...or will. That's being discussed over here
I suspect that the bounty command will eventually do one of:
1. Prevent the name change.
2. Make the bounty follow the name change.
3. Do nothing at all.
4. All of the above.
5. None of the above.
These are all technically possible.
In the version of the bounty command I'm working on the bounties are stored in the player account directories. When a player logs in, the plugin accesses the account dir and loads bounty information into memory.
The downside to this is that you can't list all bounties on the server...only the ones for players that are logged in (i.e. /showbounties) and the ones on a particular player (/showbounties <charname>). The upside is that the method scales well and when players are deleted we don't get old bounties hanging around.
I'm waiting to see what the community consensus is related to how this feature should work (if at all). In the mean time I'm going to finish the first version of the plugin as it's almost done and get it out so other people can play with it.
In Silent's version, the bounty information is stored in memory. Bounties have a time limit max of 240 mins. I think that this plugin is designed more for PVP than RP...I suspect we need much longer hunting periods and a few (many?) other things to make it feel right.
Proud member of "the most paranoid group of people in the community"