I'm having issues getting some things to even debug properly.
i've added some simple say code to each of the OnClick actions in PlayerMobile and Mobile. OnSingleClick, OnAosSingleClick, OnDoubleClick
this.Say("pm OnSingleClick");
I'm just trying to see if the client is sending the...
Hello,
I'm looking to get some feedback or direction on how a system like this could be created and implemented. Here are the details of how I imagine the system working.
For clarity this explanation contains 2 players. The first named himself Joseph, the second named herself Leah.
1. Each...
There's no additional lag that I was able to notice with using colored lights.
There's a couple webm's of them being edited.
https://dl.dropboxusercontent.com/u/5608436/AdjustableLightItems.webm
https://dl.dropboxusercontent.com/u/5608436/AdjustableLightItemsRed.webm
For the colored lights, you have to use specific ItemID's to get specific colors because they seem to be hard coded in the client. I'm using 4 itemID's to get 4 of the colors, and some other ones to get some of the other light types, like campfire. red 0x40fe, blue 0x40ff, green 0x4100, purple...
If they really wanted to create something unique and interesting they would change the entire model, open up UO as a client/server platform that people could use with their blessing to create new shards and ways of playing UO. Like unity3d or other open platforms. They could then charge for the...
we also ran into the same issue a long time ago with not enough slots, so upgrading to the client with 64K really helped.
I would love to learn more about the methods and techniques you used to create the graphics. Were they hand-drawn or was some 3-D software used like blender or 3DS Max?
You could use [xmlfind gold
And then at the bottom you click on select all, and then at the top right you click on the top check box and it will select all of the items in the entire list, then hit delete at the bottom and confirm with yes.
Another option could be to have on the first use of the tile succeed, create a hidden placeholder item at that tile that will decay on a timer after whatever time. Then on the second use of the tile the code could check and search that tile for these placeholder items and if there is one, or if...
Here's what i came up with. I put it in BaseArmor, but it doesn't seem to work.
public override void SendPropertiesTo(Mobile from)
{
from.SendMessage("debugging: SendPropertiesTo(Mobile from)");
if (this.RootParent == null || (Mobile)this.RootParent == from ||...
Is there anyway that you know of to only show an items properties to the player that is wearing it or if it is in their backpack or if it is simply on the ground it would show it to everyone.
What I'd like to be able to do is if player A is holding a weapon I would like the properties to be...
Another way to get this done is to use dragon on your bmps to make the dungeon maps if they already are not done. Then you can use a map copier program to splice your dungeons on to your main map. For this you could use UOfiddler or RadMapCopy.
For Requiem, in our act 3 and 4 we had a "wagon" system. The player would walk up to a wagon NPC and say the word wagon which would open a Gump and they could choose five or six different places to travel too. Each destination had a different cost in gold or you could buy a wagon ticket for 2000...
It's not the coordinates divided by 8.
If you started at the corner of the map and copied 8x8y to 20x20y, it would only copy 8x8y to 16x16y. This is because the block is 8 by 8, but from 16 to 20 it is not a full 8by 8 block and it gets cut off.
If you simply want to copy sections of one map to another, I'd like to suggest RadMapCopy
You can get it here or other places.
http://ultima.manawydan.cz/download_radstar.php
You can get the coordinates from UOfiddler.
Also be aware that map copies are perfect for whatever coordinates are...
You have to either have your players disable the footsteps client side in options or you can replace the sounds of the default footsteps in sound.mul with silent sounds.