A couple of unrelated things.....
Posted: Wed Jun 02, 2004 1:47 pm
Drocket,
1. I have a need to see some of the files on an occasional basis and the web page is a convenient interface. Could you consider being able to view the following files at least:
helppages.cfg
henchmandeathlog.cfg
There are a few others, but they are the main ones.
2. By the way, account deletions don't seem to be working from the web interface. Character deletion is ok.
3. Also I have wondered why you don't distribute the few lines of code that enable bandwidth usage to be shown.
4. I have a need to disable and enable the regionalspawner and thought a simple start or stop parameter would be useful from the regiospawn gm command. dospawn could then simply check a #globalprop each pass to see if it should halt.
5. I have been playing with a randomiser to the density settings in dospawn.src. It is randomised between half and normal density.
and further down:
This seems to work fine. It only nukes when there are too many and replaces deaths efficiently. The real benefit is to players not quite knowing how many to expect as it can vary up to 2:1
6. Guards freezing
When the new patrolling guards are really heavily attacked by npcs they eventually lose the ability to respond to events until the next restart. It's not obvious where that is happening and so I thought a listener could be used to see if the merchants and guards would respond to en event occasionally and the ai restarted if not.
Once again, thanks for distributing your scripts.
1. I have a need to see some of the files on an occasional basis and the web page is a convenient interface. Could you consider being able to view the following files at least:
helppages.cfg
henchmandeathlog.cfg
There are a few others, but they are the main ones.
2. By the way, account deletions don't seem to be working from the web interface. Character deletion is ok.
3. Also I have wondered why you don't distribute the few lines of code that enable bandwidth usage to be shown.
4. I have a need to disable and enable the regionalspawner and thought a simple start or stop parameter would be useful from the regiospawn gm command. dospawn could then simply check a #globalprop each pass to see if it should halt.
5. I have been playing with a randomiser to the density settings in dospawn.src. It is randomised between half and normal density.
- Code: Select all
var lowdensity := CInt (groupdensity / 2);
var newdensity := lowdensity + randomint (lowdensity);
and further down:
- Code: Select all
var maxtospawn := CINT ((sizeofregion * groupdensity)/10000);
if (currentspawn <= CInt(numtospawn) )
numtospawn := numtospawn - currentspawn;
elseif (currentspawn > maxtospawn)
NukeThisGroup (regionnum, spawnregion, groupname);
currentspawn := 0;
else
return;
endif
This seems to work fine. It only nukes when there are too many and replaces deaths efficiently. The real benefit is to players not quite knowing how many to expect as it can vary up to 2:1
6. Guards freezing
When the new patrolling guards are really heavily attacked by npcs they eventually lose the ability to respond to events until the next restart. It's not obvious where that is happening and so I thought a listener could be used to see if the merchants and guards would respond to en event occasionally and the ai restarted if not.
Once again, thanks for distributing your scripts.