A couple of unrelated things.....

For questions relating to POL scripting (not necessarily related to WoD)

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A couple of unrelated things.....

Postby SDonald on 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.

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.
SDonald
Regular Poster
 
Posts: 102
Joined: Fri Oct 11, 2002 7:47 am
Location: Australia

Re: A couple of unrelated things.....

Postby Drocket on Fri Jun 04, 2004 1:53 am

SDonald wrote: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

Yeah, I really need to rewrite both of those things to use datafiles instead of cfg files...

2. By the way, account deletions don't seem to be working from the web interface. Character deletion is ok.

Could you be a bit more specific? Its just not working, you mean? No error messages?

3. Also I have wondered why you don't distribute the few lines of code that enable bandwidth usage to be shown.

What do you mean?

(Region spawner)

One of these days I'm going to rewrite that whole mess. That's going to be an icky project, though... I may just leave it until POL 0.96, since it'll require major spawner changes anyway to support the new lands.

6. Guards freezing

I'd prefer to figure out the thing that's making them freeze :P Actually, I really haven't seen this happen on WoD.
Drocket
Site Admin
 
Posts: 820
Joined: Mon Oct 07, 2002 2:54 am

Postby SDonald on Fri Jun 04, 2004 2:53 pm

Drocket.
How do I get the feeling I am missing something....

Re bandwidth from the web interface.
Your script bandwidth.asp looks for #:perfmon:bandwidth global prop, but you don't have a script that sets them. So clicking on the bandwidth link produces only a heading an no data.
I got a little 30 line script from the polforums ages ago that and have wondered why you didn't distribute one with your scripts. I never use your ecl files so maybe the source has been missing for a while.

Re account deletion
That's a bit puzzling, both nukeaccount scripts give no errors, but the accounts remain in accounts.txt. Now that I look at the scripts, and the Racalac doco, there is no account removal function or method. However someone said they did it with datafile commands.

Other
Realms will be fun. I wonder if you will ever have time to play around with 096. Looks a bit task.

Stick a newguard inside a ring of dozens of hostiles. My guards don't respond after a while. They fidget still, but don't respond to events such as being hit or talked to. I use these guards at the end of an invasion series. It gives the players a bit of fun to see the guards doing something occaionally. It's amazing how far a guard will roam when it finds hostiles. (100 steps is my record!) A bit thick at times, like they will spot a hostile off screen when there are ones much closer. They look a bit manic at times....

Regards,
Stephen Donald.
SDonald
Regular Poster
 
Posts: 102
Joined: Fri Oct 11, 2002 7:47 am
Location: Australia


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