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Everything posted by AisenArvalis
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This is intentional as he has to trigger the dungeon run ...
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The reason to why it's multiplying is because an event is tied to the player entity. So if 4 players are there, it'll run 4 times. I'll see if I can find a solution
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Access to \onlinecount as an ingame integer?
AisenArvalis replied to Uranochos's question in Event Questions
Got a fix for this. It's a little roundabout because of how Intersect handles variables. Make a Global Variable of String type and call it "Online Players String" (Or w/e you wanna call it) Make another Global Variable of Integer type this time, I'm calling it "Online Players Int" with the variable ID of "onlineplayers" Make a Common Event with the trigger "Login" Set Variable > Online Players String = \onlinecount This will set this variable to be equal to the onlinecount Set Variable > Online Players Int = Online Players String I know this looks weird, but trust me, it'll make the variable = to onlinecount just fine. Conditional Branch (Online Players Int > X) This will now function just fine. -
Didn't I call that out like .. Months ago? ...
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First startup don't load gui layout
AisenArvalis replied to Vhaeriel's question in Questions & Answers
Could be a Texture Packing issue as well if it involves new pictures and such -
Intersect Game Engine Review After 4 Months
AisenArvalis replied to Julian's topic in General Discussion
1: a) This is expected when there's multiple users introducing new features and might be messing with the same code and it will cause clashes no matter what. b) OpenSource is meant for programmers and if you can't handle it, get someone to do it for you or use a pre-built base 2: Maybe a extension system is in the works and you don't know it? And as I said above, have someone else do it for you or use a pre-built base 3: I can agree that MonoGame is limited as a base but it's what they decided to use. Oh well. 4: Eh, no. It's been in development for YEARS. This was not rushed at all. a) Pedantics, a guild system would be the first thing people would make for this using the new OpenSource. Didn't really happen as it's more complex than you think. b) I'm sorry things aren't drag and drop, lol c) This is highly dependent on Server location and player location as well as their network connection. I've used Intersect since B5 and had NO issues with rubberbanding. 5: Well yeah, they're doing their job. 6: You DO have control over your own fork of the Open Source if you wanted to. But you just can't resell it, that's all. 7: Eh, no. 8: VS is completely free if you got the Community Edition ... 9: Google is your friend, there's plenty of classes online in how to learn C# To your conclusion, why didn't you? -
Working [$5] Kash Shop - Item of Loss
AisenArvalis replied to Beefy Kasplant's topic in Source Modifications
Buddy. It says in the topic: Of course it's not gonna work on latest DEV branch when they only support STABLE branch .. -
This is a very impressive system and works in a similar fashion to my day tracker I made a while back (Post for some reason can't be found o.O) It has ONE inherent flaw from using the Event system, for the Common Events to trigger there has to be at LEAST one player online at any time for this to work, but other than that, GREAT work buddy
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Untested Character hair customization (+ basics for expansion)
AisenArvalis replied to Cheshire's topic in Source Modifications
Get the Github Desktop Application. Clone the Intersect Repo - https://docs.freemmorpgmaker.com/dev/start/github.html From here, you have your own copy of the engine source. Now you can use the patch method https://docs.freemmorpgmaker.com/dev/sharing/applying.html -
Count as high as you can while staff are sleeping!!!
AisenArvalis replied to Giligis's topic in Forum Games
5ive! -
Count as high as you can while staff are sleeping!!!
AisenArvalis replied to Giligis's topic in Forum Games
Thr33 -
Change the Bounds section of "CreditsScrollview" in CreditsWindow.json located in resources/gui/layouts/menu Also this belongs in Questions and Answers, not Connectivity Support
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Count as high as you can while staff are sleeping!!!
AisenArvalis replied to Giligis's topic in Forum Games
3ree is a magic number -
How to ban a player in the server console?
AisenArvalis replied to a question in Questions & Answers
From the looks of it you did it correctly, let me see if I can replicate it. EDIT: Got it to work. You need to do this ban PlayerName # True/False "Reason" Replace: PlayerName - Actual Player Name of person you're banning # - Number of days banned True/False - Either True or False for IP-Ban or not. Make sure your reason for banning is in quotation marks. -
Keep it English guys @Aiden9 @GabThiais @Ricardo Great work buddy, I'm gonna download this later and dig through the code to learn
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I have to ask, what is the point of this? It could easily be replicated just using self switches instead.
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As with @Xiphoid's faction system, this will be hard to implement because of the fact that we can't access other players variables unless we pass it to a global variable first, but this has flaws in the way that what happens if multiple players dies at the same time.
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Good job on making it actually work this time. However, there's still a big flaw in the system that is unfortunately impossible to fix. What happens if 2 players die at the SAME time. Unlikely to happen with a small player base but if you have a bigger player base it will eventually happen. Let's call 4 players for this case. 1 Angel and 3 Demons Demon1 Kills Angel1 & Demon2 Kills Demon3 At the same time. Now there's a chance that the Demon killing an Angel could get punished for it and the Demon killing another Demon won't get punished. But overall, good job on getting it to work
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I have to commend your effort but as I stated you cannot compare variables to the enemy that you just killed. Using self switches will not work the way you intend for it to work. Self Switches are in essence Player Variables that are forced to Boolean values. So as I stated before, you cannot and I repeat CANNOT compare Variables OR Switches of 2 players unless you pass them off into a Global Variable first, which is prone to errors for multiple reasons.
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You don't seem to understand here. It's flawed on a fundamental level. Page Only exists when you're an Angel, ok. Conditional Branch checks if YOU'RE an angel, will always be true Will ALWAYS teleport YOU to jail, even if you kill a demon. Lemme break it down: @>Conditional Branch: [Player Variable: Angel is equal to True] - This will ALWAYS come true @>Warp Player[Map] @> : Else @>Change Player Items [Give: Item Angel Medal] - Will never happen ... @> : End Branch @> Do you understand what I mean here? You cannot compare 2 players variables no matter what, they're isolated in their own values.
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From what I can see, the Faction system isn't bad, but it has a couple big flaws. In your Reward/Punishment section, you can't compare Player Variables of 2 players, therefore the Punishment will never or always happen.
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You need to recreate the steps for Guild1 into Guild2 AND have all the required Variables as well.
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If you show screenshots of your events I can help further but to add to what you're saying here. The Label: Check Guild 2 is NOT going to do anything on its own, I added that there for you guys to ADD the logic of checking Guild2-3-4 etc on your own.
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To give an answer to this: In order to change the background color of that dropdown box, the file you're looking for is called: dropdownbg.png
