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  1. Karmageddon

    Boat Teleport Across Maps 1.0.2

    This is a Serpent Pillar that has been edited to allow boats and players to be teleported from one map to another. It is a simple edit but it was an idea that was brought up for the server. Simple drop in and recompile.
  2. Karmageddon

    Teleport Player and Boat

    I was actually able to get this working without having to edit the BaseBost.cs.
  3. Karmageddon

    Teleport Player and Boat

    Well I had thought that myself so I did try that. But, there is no setting for destination map in the normal Serpent Pillar coding. As you can see in the pic, there is a setting in the teleporter for MapDest and in the Serpent Pillar there is no setting for MapDest. I believe the issue really...
  4. Karmageddon

    Teleporting Boats

    Take a look at this post in general support and it will explain. https://www.servuo.com/threads/teleport-player-and-boat.15918/
  5. Karmageddon

    Teleporting Boats

    I have tried adding a map change to the Serpent Pillar, but it is not working. So I figured I could use XML Spawner to do the job.
  6. Karmageddon

    Teleporting Boats

    What I am trying to do is teleport boats from one map to another. I am not sure if the spawner can actually recognize the boat or not. So I figured I would ask here if the spawner is capable and what would I use to get it to recognize the boat?
  7. Karmageddon

    Pandora's Box (Reopened)

    I have tried this and Pandora still says that it cannot find the UO client. Is there anything else that I can try to get this working?
  8. Karmageddon

    UO Black Box

    If someone could point me in the right direction on this. Where do the BMP in the GumpArt folder go? It really does not say where they go.
  9. Karmageddon

    Teleport Player and Boat

    I know you can teleport the player and boat with the serpent pillars, but it only teleports them on the same map. I want to teleport player and boat to another map. I have the code compiling but when tested in game it does not teleport to the other map. The attached file is what I have right...
  10. Karmageddon

    Gift Giving working on test but not main

    I was actually able to find a work around for this, but will keep this for future reference.
  11. Karmageddon

    Gift Giving working on test but not main

    It is probably connected to that... What I used was one of the anniversary gift giving scripts to give this token to players.... So if it is connected to the vet reward system yes.
  12. Karmageddon

    Gift Giving working on test but not main

    I have not edited any other files to make this work. Why would I not post all the files needed to figure out the solution to the problem? I have nothing to hide as far this system goes. I am not sure the exact way the Gift Giving system tells how a player has a received a gift for that period...
  13. Karmageddon

    Gift Giving working on test but not main

    Well I did my due diligence to find the reason why it was giving the gift on one server and not the other. I then figured there was something to do with the accounts themselves. So I checked the info in game and nothing stuck out, so the next spot to check would be the accounts.xml. That is how...
  14. Karmageddon

    Gift Giving working on test but not main

    Hadn't thought of that, but I did copy the main server and test it here on my computer and it did the same thing. No tokens given to players. Edit: Upon more research into this problem I found the reason why. On the main server in the accounts.xml my accounts have this line ...
  15. Karmageddon

    Gift Giving working on test but not main

    I did up some scripts for Christmas gift giving. It works fine on my test server and gives the token to players when they log in like it's supposed to. But, when I transferred the scripts to the main server the tokens are not being given to players on login. Both have the same exact server files...
  16. Karmageddon

    Custom Weapons and their attributes

    The other option to get it working the way you want would be to edit the LootPack.cs adding BaseKnife to the LootPackItem.
  17. Karmageddon

    Custom Weapons and their attributes

    Have you tried basing your Chaos dagger directly off a dagger? Check what I did and test it that way.
  18. Karmageddon

    Custom Weapons and their attributes

    Yes it is in the Loot.cs. You would need to add it into this bit of code I believe. Have not tested it. private static readonly Type[] m_WeaponTypes = new[] { typeof(Axe), typeof(BattleAxe), typeof(DoubleAxe), typeof(ExecutionersAxe), typeof(Hatchet), typeof(LargeBattleAxe)...
  19. Karmageddon

    Custom Weapons and their attributes

    Yes you can add it to the loot table. But, you can also use a switch case to define specific attributes that you want to have and the amount of that attribute. As in this code switch (Utility.Random(5)) { case 0: ; Attributes.CastSpeed = Utility.RandomMinMax ( 2,4...
  20. Karmageddon

    Moongate System

    That bit of code did nothing in testing it.

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