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  1. J

    TFS 1.X+ TFS 1.3 Item Description (abilities) not showing

    i dont see any item-abilities related differences in compact.lua here is diff check. Here is my github
  2. J

    TFS 1.X+ TFS 1.3 Item Description (abilities) not showing

    There is item.lua in /lib/core also luaItemDesc = true in config.lua (did not had that before creating a thread but after ur reply i inserted that line and tested and still nothing.
  3. J

    TFS 1.X+ TFS 1.3 Item Description (abilities) not showing

    I just tried that. But still, im only seeing the default description without my attributes. Im using item action script to set ability on item like this: function onUse(player, item, fromPosition, target, toPosition, isHotkey) local position = player:getPosition()...
  4. J

    Is anybody hosting a ot on contabo?

    contabo is cheap but sometimes we experienced lags, like entire VPS was lagging (not very often, but its good for testing since its only 5$ for linux with 4vcore and 8gb ram.
  5. J

    TFS 1.X+ TFS 1.3 Item Description (abilities) not showing

    Hello i just pulled latest TFS from github and implemented ItemAbilities via Lua V2. Everything works fine no errors, abilities are working correctly but i cant see those special abilities when i look on Item. I tried multiple abilities but there was no description. 19:10 You see a magic sword...
  6. J

    [TFS 1.3] Item Abilities via Lua V2

    Hello i tried to implement this to latest tfs pull. I had no errors during compilation or during server startup. For testing i was using action script posted somewhere here on otland. The problem is when i use this action script it shows 0 error in log, the magic effect will appear but the...
  7. J

    TFS 1.X+ Nostalrius Multiworld system

    Did you resolved the Error 1214 ? if yes may i ask how
  8. J

    Magic wall dissapear with field underneath it

    I dont see any difference in those files.
  9. J

    Magic wall dissapear with field underneath it

    Any idea what exactly should i change ? Because i have my own custom spells in those xml files i also edited few lua spells.
  10. J

    Othire help

    Yea youre right. Its working now i set door id to 1 and now everything works ok. Thanks man
  11. J

    Othire help

    1. yes. What do you mean by door id ?
  12. J

    [7.72] OTHire 0.0.3

    Check my thread HERE
  13. J

    C++ Slowly dying monsters (OTHire 0.0.3) [Solved]

    Yea i dont care about dropping the corpse at the same time. I just wanted to lower the interval from die() to dropCorpse() and i achieved that. Thanks for your help ;)
  14. J

    C++ Slowly dying monsters (OTHire 0.0.3) [Solved]

    So it should not be a problem with setting #define EVENT_CREATURE_THINK_INTERVAL to 500 right ?. I checked some distros and some of them had 500 too.
  15. J

    C++ Slowly dying monsters (OTHire 0.0.3) [Solved]

    I changed the #define EVENT_CREATURE_THINK_INTERVAL to 500. The delay is smaller and everythink looks OK. They still dont die at the exact same time but thats ok. I check the game.cpp and found this void Game::checkCreatures() { g_scheduler.addEvent(createSchedulerTask(...
  16. J

    C++ Slowly dying monsters (OTHire 0.0.3) [Solved]

    I see addevent only with addeventWalk Creature.cpp void Creature::onDie() { DeathList killers = getKillers(g_config.getNumber(ConfigManager::DEATH_ASSIST_COUNT)); for(DeathList::const_iterator it = killers.begin(); it != killers.end(); ++it){ if(it->isCreatureKill()){...
  17. J

    C++ Slowly dying monsters (OTHire 0.0.3) [Solved]

    Hi. If i kill a creature its dying very slowly till the corpse is created. If im using spell that is attacking the monsters at screen, sometimes its also targeting a dying monsters and it looks weird. Also they dont die at the same time. Using OTHire 0.0.3 distro.
  18. J

    Othire help

    Have the same problem just open/closed door. Did you solve this ?
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