Jump to content

Push

Members
  • Posts

    237
  • Joined

  • Last visited

  • Days Won

    18

Everything posted by Push

  1. Gotcha. How about the inPlayersParty check?
  2. I realized a server config was added for this in the 'config.json' file and is defaulted to '0'. "Party": { "MaximumMembers": 4, "InviteRange": 40, "SharedXpRange": 40, "NpcDeathCommonEventStartRange": 0 (change this number to allow 'NPC death for party' to be active.)
  3. Being the engine is built for Multiplayer; 1a) a conditional branch check for 'is Player in Party' (with the player who activated the event) would be a huge benefit to the event system. 1b) Or being able to add a tag when someone joins/leaves a party in order to check if they are part of the party. currently the engine has no multiplayer check functions. When the server stops/goes down and is restarted: the events process stop, which breaks the events. 2a) Allowing the server to continue the events after it is restarted. 2b) Or adding a 'ServerRestarted' Trigger would help with this issue.
  4. Thanks for the feedback. I do believe I have finally figured out a work-around. I made the player warp event add +1 to a variable which has a string of conditional branches; each conditional branch has a timer based on the variable (1-4) which is reset to 0 at the end of the Instanced Map. Each branch also adds to another Global Variable that the 'Spawn NPC' main event checks is '1', which +1 is added for each player that is warped (1 second after each other). These seems to have stopped the NPC doubling. The only problem with the event now is the 'NPC event on death (for party) doesnt seem to be working [after upgrading to 6.2]. and I use that function to warp the players after the boss is defeated and give them loot.
  5. Seems the NPC (on death for party) function is not working on build 421,, Has something changed? (I just upgraded) or is this a bug?
  6. Event system is definitely flawed. I will show some recordings soon. Things vary so much even when nothing is changed.
  7. Thank you, that is good to know! I upgraded to 6.2, but the event still keeps breaking. There seems to be some issues with events that get too complex or has too long of a 'wait' time.
  8. Im pretty sure Events are broken Maybe it's just 6.1, but the Event System is very flawed... Sometimes things work, sometimes not.
  9. Im not on the development build. I have the latest stable build, but that answers my question thanks!
  10. Changing maps and using the 'e' attack key causes the music to stop playing. I'm using 6.1 so this may have been fixed? Is this on my end or a bug?
  11. So far, this is working well. I am testing with a party on the same PC with multiple clients - do you think there will be different outcome with other clients connected over a server? or should be the same? Not sure if the latency would effect things.
  12. I tried it with resetting the variable. It did not work still. Though I have the solution now thanks to @Joyce Testing now, has worked multiple times. Just going to make sure its 100%
  13. Good idea. I will try that. The event system seems to be pretty strange when it comes to NPC spawning. Setting variables always works, but spawning NPCs doesnt. Nor does the 'release player' function.
  14. hahaha right? I did what you said, and it worked 1 time. but on the second try it did the same thing. Ill try to post my results tomorrow. Still working on it.
  15. actually it just multiplied again... wtf
  16. Solved: Common Event" 'Runic Run 1' needs a wait timer + change to 'Runic Active' variable to 2. I put this after the 1st NPC spawns. I will make a tutorial for this event soon after final testing is done. Thank you @Weylon Santana for coming up with a solution!
  17. Wow! I think that may have been the solution! Changing the variable to '2' after the first NPC spawn seems to have stopped the multiplier. I will do some testing and post the results.
  18. I took out the entire 'timer' function as it was redundant to the main event 'Runic Run 1', same thing happened. If i set the trigger to none, it wont run at all. I've changed things around to not have 'Runic Run 1' start with a conditional branch, same thing happened. I also had the main event rigger a timer that would then trigger the 'Runic Run 1' - same problem. I will keep working on it. I appreciate the help!
  19. Messing with the events i found that adding a Textbox Text (the box that appears on screen, not the players chatbox) seems to 'release' players even during an event hold. Maybe this can be a work around?
  20. Yes, if I set it to trigger: none, The event would stop at the next conditional branch. But you and @AisenArvalis sparked my thoughts again, I might have a solution. (testing now) EDIT: Nope, even working around the autorun trigger caused the same problem.
  21. Yeah, this is what I thought, I just dont know how to work around it.
  22. Thanks, any help is appreciated @Weylon Santana
  23. I am in the process of making an Instanced dungeon run via Events to share with the community. It works very well at the moment besides one 'flaw' (which could be a feature) Problem: The NPCs spawned during the event multiply with every player in the party that warps to the map. Event Details: ~ Player checks a Map Event 'Runic Circle' - If player has a 'Runic Shard' item, the player is warped to an instanced dungeon called 'Runic Run'. ~ Any party members are also are warped. (This does not effect outside players) ~ A timer is started and 4 NPCs are spawned. ~ After a set duration, the Boss is spawned. ~The instance ends when either: Timer runs out, or Boss is defeated. ~Players are warped back to original Map. ~Players who log out and reenter the map will be warped to original map (to stop greifing) ~Defeating the Boss rewards an item. +Text. ~The Instance is Locked while it is active to outside players. I've been testing this for the past 2 days and everything works wonderful besides the NPCs multiplying. I could keep this as a 'feature' but id like to know how to prevent this. Map Event Trigger: Common Event - NPC Trigger: Common Event - Player(s) Warp Trigger: Common event - Timer Trigger: Common event - Player Kick (on Login):
  24. Searching the forums it seems the Block function doesnt work. I will use a Shield spell in place of it until there is a fix.
  25. I agree. Some clarity on the Block function would be helpful.
×
×
  • Create New...