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Uranochos last won the day on September 3 2018

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  1. Back in the day, with Neverwinter Nights' Aurora engine, for the duration of a game session, we would assign a 5 digit random number to a player who is about to do something which is not provided by the engine, and afterwards to anyone who joins this party. The server has to check whether they are assigned the same number - voilá! This can probably easily be coded into Intersect, but: @CosakiGames I understand that we all are impatiently waiting for further improvements to editor and engine... and yet, this is still beta 0.6. Since 2018 when I first dabbled with Intersect there has been huge progress to performance, stability and overall features. When Intersect becomes a stable 1.0, I will start trying to code all the little things I would want in my game.
  2. I made a rather simple event which works splendid in singleplayer. It is an NPC SPAWNER. With each NPC spawned, it adds +1 to a gobal variable (COUNTER). To each NPC killed by the player is tied a common event that subtracts -1 to the COUNTER. This variable can never be higher than 4; if it gets lower than 4, another NPC is spawned. If the SPAWNER detects that the player has equipped a special amulet, all NPCs are despawned and the global variable COUNTER is reset to 0. In multiplayer, if two players are on the map, the flaw in the engine is that from now on there exist two versions of the global variable COUNTER, which should be impossible. I made a chatbox command to show the current value of the variable, this is what it shows: Player one's COUNTER changes between 0-4, just like it was intended, having the amulet. With player two it remains 0, and the SPAWNER does not stop to create new NPCs, since the player does not possess the amulet, hence cannot equip it. Player one's event cannot kill these NPCs by equipping and unequipping the amulet. Ingame the players can shuffle the amulet between each other as a kind of workaround to get rid of the abundance of monsters. So either I am going to rework my quest so that it will become singleplayer only, or I will have to add another layer of autorun events that provide each player on the map with the special amulet (which would not be very realistic). For what I have seen until now, the events that spawn and despawn NPCs are always connected to a player - and this can not be overruled by the "global" tag, e.g., by a global variable. It does not help if you create a common event, as this will always need a trigger on the map which will again be connected to the first player who triggers it. This gets even worse when this player leaves the map as it will render the respective event completely non-reactive. And I get the impression, if you keep tinkering around long enough, you can break the event editor alltogether and have to reinstall. @CosakiGames Keep it as a feature, as long as the engine does not provide more options regarding true multiplayer.
  3. @CosakiGames I am experiencing a very similar problem, that's why I am so interested in a solution. The event system does not always recognize a global variable as truly global, it seems... I have tested multiplayer with multiple PCs and with multiple clients on the same PC, it did not make a difference.
  4. If it did run perfectly for one time, and now you have the same problem as before, did you forget to reset a critical variable?
  5. This is a very interesting problem and I am learning a lot from this, thank you very much! If I had to do this, I would first seperate the things that have to be done only once in Runic Run1 (If the global variable Runic Run Active =1, spawn the NPCs and the boss, wait, despawn the NPcs, finally set the global variable =0) from the part that has to be done for every single player (Next conditional, warp players etc). You have done this before: Your master event Runic Run starts the event Runic Run Timer in this way, once, I suppose, trigger set to "none". The event Runic Run 1 Warp, however, is startet in the same way but runs for every player, trigger set to "autorun" (meaning as long as there is a player with the player variable Start RUNIC RUN =1).
  6. @CosakiGames The event Runic Run1 is started by command in the event Runic Run, so you mustn't set the trigger Autorun.
  7. @SarcasticSloth24 It could be a similar glitch like with spawn/despawn NPCs. You can only despawn a NPC by the same event that spawned the NPC in the first place. If the event is triggered by another player, they will not despawn the first player's NPC.
  8. @SarcasticSloth24 You are right regarding Interaction Freeze. I have always been using text and pictures in the center of the screen, so as long as I do not click, nobody moves. -If you made similar events that work fine, then what did you do differently this time?
  9. Looks good, especially the trick to set a global variable combined with the condition to affect only players which are on the map should ensure the event is not only playing for the player who activated the button. You only have to remember to reset the global switch after the boss fight for other parties. In my opinion, your problem could be caused by Warp Player [Map: Goblin King's Dungeon.........] The player who activated the switch should be warped there, allright, but afterwards the destination is blocked for the following players. Intersect should be smart enough to warp the players as close as possible, but probably the event's player control afterwards is broken, so the players won't be released from the hold (and don't get the loot in the second cinematic). Also, in all 3 events you have the Interaction Freeze box checked, shouldn't that be enought to stop the players from moving?
  10. Hey, Ruby, 1. You have to port forward Port 5400 TCP and UDP in your router`s settings for the PC that runs the server (your internal IP 2. Your external IP adress (your "official" adress in the internet) changes daily (when you tested, it was 3. You have to write this external IP in the client's config.json. For a game session, you can look it up in your router's settings, rewrite the .json and send the rewritten config.json to a friend to see if they can connect to your server. Hope I could help.
  11. I am testing multiplayer and need a way to calculate with the number of players which are online. The chatbox message works fine, so the game has a way to access the variable I need. But if I try to use this as a variable for a conditional branch, the integer remains 0. (You see this in the picture in the text line "..you are the only player online...", which depends on the condition: number of players =< 1). There is an event trigger "login", will there be the counterpart "logout"? The reason why I have to find a solution is that re-arrangement of pathways and resetting of dungeons is preferably done when the first player logs in on the empty server. Any suggestions? ____________________________________________________________________________________________________________________________ EDIT: Thank you, AisenArvalis! The game has access to the variable, since the correct value is displayed in the chatbox. But it is presented as a string, not as an integer, hence I can not calculate with the variable. Since with numbers, the string is the same as the integer, this works fine as a substitute for functions like Int to String, Float to Int and so on, which are not (yet) in the engine. I rewrote the event which now works fine. I will do some testing with players that logout during battles. EDIT 2: ...Afterthought: For the purpose of creating such a simple condition as in the event shown above, without having to calculate, you could skip the conversion from string to integer and use the condition: NOT [PlayersActiveString = 1].
  12. Well, actually I did not do this today, in fact it took a lot more time. I am always trying to find ways to use random generators and other mechanisms to make the game world more interesting. First problem with map design is that I have to remind myself that this is NOT 3D. I am still trying to get accustomed to 2D which pretends to be 3D. I have to plan carefully how to use the layers the Intersect Engine provides. I always wish there were more of them. And I will need more variations of shadows. I wanted to create a rather simple dungeon where you have to find a lost amulet. Story hook is a priestess who travels regularly through that dungeon to perform her rites. She wears an amulet which protects her from the undead guardians, but one day she loses it in the dungeon and does not dare to return without it. So it will be your quest to enter the dungeon, defy the undead, find the amulet and return it to the priestess. The map is dark and you cannot see well. The monsters are dangerous to a low level player, but rather slow. In addition, as time passes, more monsters spawn, so it becomes increasingly difficult to avoid them. There are no obstacles in the pathways. I am using additional elements of the free Time Fantasy tile sets (Ashland and Atlantis). I created an event that spawns the undead pirates (and despawns them once you equip the protecting amulet), controlled by a common event that keeps track of the total number of "Drowned", which will never be more than 4. Since I cannot spawn an item via event (could easily be coded into the source code later, probably), I have to create 4 events for the different locations where the amulet may be found. Each has three pages: 1) Does the random generator generate my number: Active and visible (additional tile "Amulet") 2) Any other number: Inactive and invisible. 3) Amulet has already been found: Inactive and invisible. A very helpful trait of the Intersect event creation tool is that you can cut and paste conditional branches with all the dependent commands, which helps a lot to keep an overview. Next I am going to test how the random numbers and the switch "Search amulet / amulet found / quest ended" works best for party/multiplayer. Stay healthy and safe!
  13. I second that. Didn't have this problem with beta 4 and 5, now had to rebuild due to the change of graphics tiles and having the same problem with beta 6.1247: after player death and warp to respawn point, BGM fades or stutters and stops. When the toon is approaching the spot where it was killed, the BGM gets louder again (louder than before). Next time killed, this repeats and music is getting even louder. All my BGM tracks are .oggs I used in beta 4 without problems.
  14. Uranochos


    Version 1.0.0


    I made a quick attempt to create a smoothly tiling fog/mist PNG. 256x256, 256 grayscale. Works well enough for now.
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