Fireball
Member
Hi,
I'm using RunUO 2.4 but this seems to use the same script throughout flavours of UO servers.
When demolishing a house, only the first key (the front door key) is deleted. I've searched for help on this but the only solution I found does not seem to work for me. The one key is deleted from pack and bank but any others remain. It looked to me as if the remove instruction was outside the for loop but moving it makes no difference. I then figured that the wrong removal method was being used (the keyring one) but obviously that one would be needed or keys would not be removed from keyrings.
Does anyone have a working solution for this? Or can you point me in the right direction?
The second problem is that in houses.cs only the front door is actually keyed. There seem to be only two options for creating doors; you can either select the direction they open or you can give them a keyValue which creates a locked door. You can't have both. Now that in itself is not so much of a problem, because it is a house and you want all the doors keyed really, but like the two free shards I have played and also OSI, the internal doors have different keys, iron I think, or rusty. In RunUO they are ALL made of gold, assuming you chose to key other doors. I also want to be able to name each key on creation so the main door is called for example "a tower key" and the internal door keys are called "first floor key", "second floor key" or whatever name you choose in houses.cs - that looks pretty straight forward.
I don't want to embark on this until I get the key removal thing working but I have an idea to create a property for doors so that when you create a house from deed you can give the door the property "KeyType" for the key of either gold, iron, rusty or if you wished copper. The benefit of this comes when you change the locks or change the house from public to private. Each door will "know" what type of key it should have so that the CreateKeys method can determine what type of key to create.
So my second question is: Am I approaching that in the right way, or does someone have a better suggestion/solution for selecting different key types for different doors?
Thanks!
FB
I'm using RunUO 2.4 but this seems to use the same script throughout flavours of UO servers.
When demolishing a house, only the first key (the front door key) is deleted. I've searched for help on this but the only solution I found does not seem to work for me. The one key is deleted from pack and bank but any others remain. It looked to me as if the remove instruction was outside the for loop but moving it makes no difference. I then figured that the wrong removal method was being used (the keyring one) but obviously that one would be needed or keys would not be removed from keyrings.
Does anyone have a working solution for this? Or can you point me in the right direction?
The second problem is that in houses.cs only the front door is actually keyed. There seem to be only two options for creating doors; you can either select the direction they open or you can give them a keyValue which creates a locked door. You can't have both. Now that in itself is not so much of a problem, because it is a house and you want all the doors keyed really, but like the two free shards I have played and also OSI, the internal doors have different keys, iron I think, or rusty. In RunUO they are ALL made of gold, assuming you chose to key other doors. I also want to be able to name each key on creation so the main door is called for example "a tower key" and the internal door keys are called "first floor key", "second floor key" or whatever name you choose in houses.cs - that looks pretty straight forward.
I don't want to embark on this until I get the key removal thing working but I have an idea to create a property for doors so that when you create a house from deed you can give the door the property "KeyType" for the key of either gold, iron, rusty or if you wished copper. The benefit of this comes when you change the locks or change the house from public to private. Each door will "know" what type of key it should have so that the CreateKeys method can determine what type of key to create.
So my second question is: Am I approaching that in the right way, or does someone have a better suggestion/solution for selecting different key types for different doors?
Thanks!
FB