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Ainz Ooal Gown

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Everything posted by Ainz Ooal Gown

  1. That was it!! Nice one mate! Didn't think about that! Setting NPC vs NPC on the aggressor NPC allowed the Guard to attack it. Thanks again buddy
  2. Thanks Buddy Here is the Guard (Defender): This is the NPC (Aggressor)
  3. Hmm still dont seem to work for me for some reason. What I have done: NPC Guard created with basic stats Added Condition: Player Friend/Protector = Player Level => 0 Set NPC vs NPC Combat/Hostility: Added a test bad guy NPC Still guard NPC flashes and does not attack hostile. Will it make a difference if the NPC was spawned in via an event?
  4. Ah so I have to put all NPCs that the Guard NPC is allowed to fight back against? I will give that a try now! Knew it would of been something stupid I was doing Thanks for swift reply as per JC
  5. Ive been messing around with the NPCs Conditions to make a guard based on an alignment system. But for some reason when I set the conditions for "Player Friend/Protector" (even just say its set to player level => 0 to test) and an NPC attacks the player the guard NPC just flashes between "Green" and "Red" title and does not come to the players rescue Aggressive is not ticked. Tried multiple different conditions with same outcome (flashes between "Green" and "Red" title). Can anyone point me in the right direction, it has to be something stupid I'm missing / doing lol
  6. Brilliant! Loving these stories Marsh
  7. Haha no problem mate I like the new .json files and structuring of the UI, getting used to it
  8. I'm not sure if I follow you, your title was regarding the "Auto-close Windows" option in the game options? So I assumed you meant the "Auto-close" option in the games option menu like the one ticked below: You can find it in "OptionsWindow.json" (Client and Editor\resources\gui\layouts\menu) under heading: "AutocloseWindowsCheckbox": If you are on about the "Fullscreen" tick box, that is located in the same "OptionsWindow.json" file under heading: "FullscreenCheckbox":
  9. Good luck on your release mate Looks promising!
  10. Ah I get what you mean now, the auto close tick box in the options menu? You can find it in "OptionsWindow.json" (Client and Editor\resources\gui\layouts\menu) Named: "AutocloseWindowsCheckbox":
  11. Not came across a .json file named "Window.json" a few close to it like "LoginWindow.json", "MenuWindow.json" and "OptionsWindow.json" and such in "Client and Editor\resources\gui\layouts\menu".
  12. They can only be one Ainz Ooal Gown / Mononga!! :P

     

    Haha I joke welcome to the community :)

  13. I ended up doing it the way you said as would be far too much work to edit every event for the farming system I had. Added a few tweaks to it but working good at the moment with separate fields for each crop and different tiers of farming.
  14. Ainz Ooal Gown

    WIP Nimue

    This project looks class! Hope your still working on it, website seems down though
  15. When the engine is released as open source... the possibilities are endless
  16. Gibier made a guide on this a while ago. Its the 3rd option down for a housing system.
  17. Looking awesome mate! Love the Dev blogs, proper highlight of the day when you see an email notification with a new one!
  18. Thanks for the advice mate, this is the way i originally had it set up, but it limits you to one plant/seed on the specific tile. So far I have 16 different seeds you can grow, and I have it set up so you can grow any of the 16 on a single event tile "Farming". With this each page is set for a different seed. It works great, but its just a ball ache to set each animation / spawn npc to [THIS EVENT] every time I copy and Paste the farming event. Didnt Work: EDIT: You have given me an idea!!! It will just mean creating 4 pages per seed/crop (so 16 x 4 = 64 pages) but that will solve my issue. Basically doing it the way you said, but having the first page of each crop condition to the seed. I will post once I have have it fully working.
  19. @jcsnider Anychance of in B6 having [THIS EVENT] default for when copying and pasting events for Play Animation and Spawn NPC? Its a mission to change each On/Around Entity to [THIS EVENT]
  20. Win 10 User? Doing a quick google search of wefault.exe error I found a few options to fix: Uninstalling .NET Framework and reinstalling it. Check your AntiVirus is not affecting Intersect, add an exception to your AntiVirus. Last option which is a bit extreme is to "Disable Windows Error Reporting Service": Follow these steps: 1. Press Win+R (Windows logo key and R key) at the same time. A Run dialog box will open. 2. Type services.msc in the run box and click on OK button. 3. Locate Windows Error Reporting Service and double-click on it to open Properties dialog box. 4. In General tab, set “Startup type” as Disabled and click on Apply then OK buttons. Source: https://www.drivereasy.com/knowledge/fix-werfault-exe-application-error/
  21. Go to: Client and Editor\resources\gui\layouts\game Then open one of the below in notepad++ and edit the file for the textbox size and such. Each one of the below 1, 2, 3 or 4 represents the amount of text buttons for the response from the player: EventDialogWindow_1Response.json EventDialogWindow_2Response.json EventDialogWindow_3Response.json EventDialogWindow_4Response.json They each have components called: EventDialogArea The EventDialogArea(s) have parameters called bounds in the format: <Bounds>X, Y, W, H</Bounds>. The Y value is how far from the top of the window the dialog area is at. The H value is the height of the area. You should be able to lower the Y value to make the chat area move upward, and increase the H to make it taller. Here is more help if needed:
  22. Very good idea to do it 4 separate directions for each fishing animation. At the moment I just have fishing as one animation but as a icon animation above the player o show he is fishing. Good tutorial mate
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