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  1. For tracking and organizational purposes, please include ONLY ONE bug or suggestion per report. Thank you! Reports not in English will be removed. /////////////////////////////////////////////////// Error Description /////////////////////////////////////////////////// Hi everyone! I love the progress that you have made on Intersect so far. This latest update is awesome! You're creating a game engine that I personally believe will revolutionize the indie MMO world. My suggestion is this: When creating NPCS, can we make it possible to identify NPC behavior based on a team ID number or variable? I will give you an example of why I think this would be useful in my game. While my game is a rather atypical example, I'm pretty certain it would be useful for more people than just myself to have this feature. My game does no play like a typical MMO, but instead is designed for games with up to 20 players. The players can team up or fight against other players in an effort to become the new monarch. As they go on quests and adventures, they can befriend/recruit minions that they can then summon to fight for them. Currently, in order to do this I need to create 20 different versions of each minion (plus their neutral hostile counterparts) so that a minion exists for each of the 20 possible teams. When the player spawns their minions, the game checks which team the player is on (player variable) and summons a minion that is specific to that particular team. This isn't that big of a pain in the neck, the real problem is adding all of the NPCs that a minion should fight. I have to list the other 19 NPCs of this same minion (but different teams) as enemies. I have over 50 minions that I plan on having 20 NPCs for, one for each team. They all have to have all the other NPCS added in as their enemies. I am willing to (and actually in the process of) doing that because I think the end product will be worth it, but it would save a lot of time and effort if I could simply assign teams to each NPC, and have them attack anything that isn't part of their team. I don't have a ton of money to offer, but I'd be willing to make an extra donation to the Intersect team if we could get NPC teams added in. In a more typical MMORPG setting, other developers might benefit from NPC teams if they ever wanted to have faction based warfare or anything of the sort in their games, ensuring that any stray Alliance NPC who follows a player into Horde territory, for example, gets what they deserve. This would be far more simple if you could simply designate team 1 as Alliance and team 2 as Horde, and any NPCs from one team will be hostile to NPCs from the other.(Forgive me for referencing Warcraft, but I figure it is a good example of a MMORPG that most have played.) Thanks for reading my request. What do all of you think of this idea? /////////////////////////////////////////////////// Replication Steps /////////////////////////////////////////////////// /////////////////////////////////////////////////// Attach Screenshots/Other media //////////////////////////////////////////////////// /////////////////////////////////////////////////// Attach Error Logs //////////////////////////////////////////////////// If you are using Intersect, please find and attach BOTH your Client/Resources/Logs folder and Server/Resources/Logs folder to help us debug your problem. Without these logs we often cannot fix bugs in the engine.
  2. Hi everyone! I feel like I've been posting a lot lately, but I love the intersect engine and as I've used it, I've just had a lot of questions come up. This time, I'm wondering if it is possible to adjust which tiles show up for attributes when you are in the map editor. For example, I edited the 'attributes' png from the misc folder. I added an extra tile marker and I diferentiated between Z dimension level 1 tiles and zdimension level 2 tiles. (You can see the original and then my edited version to the right.) I'm wondering if there is a way to tell the editor to use the z1 tiles for zdimension level 1 and the z2 for zdimension level 2. As it currently is, the editor displays the same png image for any type of zdimension attribute, and it makes it confusing because all the editor shows is purple z's, and I don't always know which z's are blocks, which are gateways, and which are level 1 and which are level 2. It would make it a lot easier to keep track of the zdimensions that I am using in game if the editor could use different png images for each type of z dimension. Thank you. If there is anything about my question that I need to clarify, please let me know.
  3. As far as I am aware, Intersect does not have a way of keeping track of each player. I use these switches to keep track of each player, so that I can then use their player variables in chat messages that all the other players can see. On example would be: If switch IsPlayer1, show text "\pn's current reputations are: X, Y , Z." That way I can have a common event that shows all player names and their current reputations. Does that make sense? My game does have a limited number of players, maxing out at 20. The Intersect MMORPG engine just works really well for the type of game I am creating.
  4. Hi everyone! I have created a reputation system in my game that uses player variables to determine whether town guards will act hostile towards the player. That works great. I am trying to implement an event where players can pay gold to lower a different player's reputation, basically putting a bounty on their head. However, setting a bounty does not seem to work. I am wondering if any of you have ideas on how to create a system like this? Or if you can spot why mine is not working? Switches 'IsPlayerX' are player switches that help identify the players. the Switches titled 'SettingBountP[x]' are used in the conditions to make sure a page only runs if a bount yis being placed on a specific player. The first image is page 1 of my event, and allows the player to decide a target player. Image 2 is the second page, which should lower the player's player variables. Image 3 is the conditions for image 2. Thank you for any helpful advice you can send my way.
  5. Is there any way to use a player's class in an event? Would \param be able to do this?
  6. I did see that, but I wasn't sure which programming language it is in and truthfully I couldn't make heads or tales of it. Is it in C+?
  7. I'm just commenting because I'd like to k,ow the answer to this as well
  8. Thank you for the swift replies. It is really meant to be a small-scale game, for 5 to 10 players at a time, but the idea of a mmorpg based around the concept is intriguing. I'll give the limits a shot using events as you suggested. Thank you.
  9. Hello! I'm new to Intersect but have a lot of experience in rpg maker and some programming and networking experience. I'm wondering two things: First, is there a way to limit the number of players who can join a server, and second: Is it possible to limit the number of players who have a certain class? I ask because I am toying around with a game where some players are the heroes and some are villains, and the villains are much stronger so they should be outnumbered by the heroes. I'm sorry if this is in the wrong section. Thanks for any and all help or advice you can provide.
  10. You can use LAN to connect directly to one another's computer. Another way, that I find easier because you don't have to worry as much about firewalls, is to use a VPN server like Hamachi. Hamachi's free version allows up to 5 computers to connect, which could be great to test out the game you are making. If you try that out and have problems getting it to work, I can try and walk you through it. But it isn't that difficult, you'd just change your config file in your client resource folder to use the IP address of the hamachi server that you create. Hope that helps. https://www.vpn.net/
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