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[7.72] OTHire 0.0.1b - Based in OTServ Trunk (Latest)

Binary > relational, I still don't get why did someone even add relational in the first place.
What about frags. How do I remove frags from someone? I tried to delete rolls on killers and player_killers with player id, and even deleting those, player still get frags on !frags. I am trying to make a frag remover.
 
What about frags. How do I remove frags from someone? I tried to delete rolls on killers and player_killers with player id, and even deleting those, player still get frags on !frags. I am trying to make a frag remover.
is the player offline when you do it? SQL is only successful updated when player is offline
 
hey, Im looking for a script for parcels like they were before in 7.4 (not be able to walk over 2 or 3)
Also for pots when you are surrounded with walls and you summon fire elemental->kills it = fire on pot
 
hey, Im looking for a script for parcels like they were before in 7.4 (not be able to walk over 2 or 3)
Also for pots when you are surrounded with walls and you summon fire elemental->kills it = fire on pot

Check getHeight() function from a tile, otherwise add it from Avesta itself, and do not let players walk over tiles with height > 1
 
Has anyone else noticed a lag issue when players die on the server? It doesn't happen all the time time, but 65-70% of the time there is a mild lag each death.
 
Has anyone else noticed a lag issue when players die on the server? It doesn't happen all the time time, but 65-70% of the time there is a mild lag each death.

No, there's no such report on OTHire or OTServ itself, during the last years.
 
@Ezzz Hello there, I'm trying to build this project but I noticed VS13 and VS10 differ in the Platform Toolset.
While this tutorial instructs you to go with (V100) VS13 only has (V120) and this will not compile the build.

Do you know any solutions for this problem?
 
Helo please help i have this problem in alots of server that i've download
checking databse conection..... failed to conect to database.MYSQL ERROR cant' conect to mysql server on "127.0.0.1" i tred changing it to "localhost"
but nothing try change from plain pasword to sha1 and nothing pls help :/
 
Helo please help i have this problem in alots of server that i've download
checking databse conection..... failed to conect to database.MYSQL ERROR cant' conect to mysql server on "127.0.0.1" i tred changing it to "localhost"
but nothing try change from plain pasword to sha1 and nothing pls help :/
Did you start your MySQL Server and changed the settings at the bottom of the config: (
sql_db = "" - database name
sql_host = "127.0.0.1" - localhost
sql_port = 3306 - port
sql_user = "root" - database user
sql_pass = "") - database password if there is any
 
the sha1/plain is the encryption of the account passwords, did you import your database aswell?
 
Helo please help i have this problem in alots of server that i've download
checking databse conection..... failed to conect to database.MYSQL ERROR cant' conect to mysql server on "127.0.0.1" i tred changing it to "localhost"
but nothing try change from plain pasword to sha1 and nothing pls help :/
Did you started mysql server?
This server needs a database on MySql running on background (you have to import schema), then you change the options that @Emky said on config.lua
 
If you get legit FOLLOWING this tutorial and still get 100 warnings and some errors using v100. Swap over to Windows7.1SDK
 
@Ezzz - How would we go about changing the frag system to only include the lasthit and most damage?

I see:
Code:
DeathList killers = getKillers(g_config.getNumber(ConfigManager::DEATH_ASSIST_COUNT));
     IOPlayer::instance()->addPlayerDeath(this, killers);
and,
Code:
if(it->isUnjustKill()){
             attackerPlayer->addUnjustifiedDead(this);
           }

I would just need to modify these parts to only take lasthit/mostdmg correct; although I would need to create a function for gathering who did the most damag; wouldnt I?
Thanks for any help, I'll post a solution if I find a fix myself.

Regards,
Extrodus
 
Probably this will fix the tag "canpushitems" in monsters.

Change the function in monster.cpp
Code:
void Monster::pushItems(Tile* tile)
{
    //We can not use iterators here since we can push the item to another tile
    //which will invalidate the iterator.
    //start from the end to minimize the amount of traffic
    if(TileItemVector* items = tile->getItemList()){
        uint32_t moveCount = 0;
        uint32_t removeCount = 0;
        int32_t downItemSize = tile->getDownItemCount();

        for(int32_t i = downItemSize - 1; i >= 0; --i){
            assert(i >= 0 && i < downItemSize);
            Item* item = items->at(i);
            if(item && item->hasProperty(MOVEABLE) && (item->hasProperty(BLOCKPATH)
                || item->hasProperty(BLOCKSOLID))){
                    if(moveCount < 20 && pushItem(item, 1)){
                        moveCount++;
                    }
                    else if(g_game.internalRemoveItem(item) == RET_NOERROR){
                        ++removeCount;
                    }
            }
        }

        if(removeCount > 0){
            g_game.addMagicEffect(tile->getPosition(), NM_ME_PUFF);
        }
    }
}

For this one:
Code:
void Monster::pushItems(Tile* tile)
{
    //We can not use iterators here since we can push the item to another tile
    //which will invalidate the iterator.
    //start from the end to minimize the amount of traffic
    if(TileItemVector* items = tile->getItemList()){
        uint32_t moveCount = 0;
        uint32_t removeCount = 0;
        int32_t downItemSize = tile->downItems.size();

        for(int32_t i = downItemSize - 1; i >= 0; --i){
            assert(i >= 0 && i < (int32_t)tile->downItems.size());
            Item* item = tile->downItems[i];
            if(item && item->hasProperty(MOVEABLE) && (item->hasProperty(BLOCKPATH)
                || item->hasProperty(BLOCKSOLID))){
                    if(moveCount < 20 && pushItem(item, 1)){
                        moveCount++;
                    }
                    else if(g_game.internalRemoveItem(item) == RET_NOERROR){
                        ++removeCount;
                    }
            }
        }

        if(removeCount > 0){
            g_game.addMagicEffect(tile->getPosition(), NM_ME_PUFF);
        }
    }
}
 
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