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  1. Tufte

    Lua [TFS 1.0] Why can't I use math.random onStartup? And how can I get a random number on startup?

    y, always 1. as i raise the interval, the number raises. if i go to 1,6 its always 2 and so on
  2. Tufte

    Lua [TFS 1.0] Why can't I use math.random onStartup? And how can I get a random number on startup?

    function onStartup() local i = math.random(1, 3) end always returns 1, why? is it because the servers timer is always the same when the script loads? how can I get a random number into my startup script? thanks
  3. Tufte

    Why are summons using onThink to obey commands/follow instead of movement/onattack from master?

    yeah its probably easier, but when you think about it, all you need to do is to take the code from onthink (which is only like 30-50 lines long i've read it) and use it whenever someone attack or change position. I believe someone already made the code for onMove here, and onattack already exists.
  4. Tufte

    Why are summons using onThink to obey commands/follow instead of movement/onattack from master?

    to make it responsive you'd have to reduce the interval to something like 100ms, and still it wouldnt be the same giving it commands directly through movement and attack. idk most people probably dont care because summons are not used very much, but it could have been done better and for custom...
  5. Tufte

    Why are summons using onThink to obey commands/follow instead of movement/onattack from master?

    but that generates more lag :( in my opinion its really bad design you shouldnt use onthink unless you actually have to. its such an easy fix too, idk why even rl tibia does it this way.
  6. Tufte

    Why are summons using onThink to obey commands/follow instead of movement/onattack from master?

    I feel summons could be much more responsive if they were commanded to move/attack directly instead of using onthink. It feels really unresponsive because the summons always use like 0.5-1sec to respond. Thoughts?
  7. Tufte

    [Solved] [C++] Fooling around with creatureHide()

    I've managed to not hide the health for my self by doing the following: if (creature->isHealthHidden() && creature != player) { msg.AddByte(0x00); } else { msg.AddByte((int32_t)std::ceil(((float)creature->getHealth()) * 100 / std::max<int32_t>(creature->getMaxHealth()...
  8. Tufte

    [Solved] [C++] Fooling around with creatureHide()

    My problem is, when you use hideHealth, it follows many steps that eventially goes here: AddCreatureHealth in protocolcame, and checks if the player is hidden. void ProtocolGame::AddCreatureHealth(NetworkMessage& msg, const Creature* creature) { msg.AddByte(0x8C)...
  9. Tufte

    [Solved] [C++] Fooling around with creatureHide()

    if (player) { player->setHiddenHealth(!player->isHealthHidden()); g_game.addCreatureHealth(player); }
  10. Tufte

    [Solved] [C++] Fooling around with creatureHide()

    So I've made a lua function that hides a player, but when he does this, all his summons disapears. How can I make so that the summons of a hidden player can still see the player? I have a table of the hidden players summons in the code that hides the player, but I dont know if its possible to...
  11. Tufte

    RME Extensions problem

    Im using RME for 10.31. Im trying to make the extensions for new venore etc to work. When I click on about->extensions, all the extensions are listed, but it says "clients none". I added 10.31 and it still says clients: none. Any thoughts?
  12. Tufte

    [TFS 1.0] Summons don't do damage in to monsters TFS 1.0

    My summons don't do any damage when I attack monsters. Did I screw up something when I edited source or anyone else having this issue? I have been doing some editing with friendlist in the monster files, but I tried to use fresh monster files with not editing and summons still dont do any...
  13. Tufte

    Lua [TFS 1.0] Make an item unpickupable?

    well its a tic tac toe token, so people has to be able to throw it, just not pick it up. thanks dalkon i'll try later there's no moveitem event in tfs 1.0 only additem
  14. Tufte

    Lua [TFS 1.0] Make an item unpickupable?

    Is there a way to make an item unpickupable other than making it really heavy?
  15. Tufte

    Action .::1-Row Slot Machine::. TFS [0.3/0.4/1.0/1.2]

    Everything works except I lose even when im supposed to win? Help? using tfs 1.0
  16. Tufte

    Solved [TFS 1.0] Make a monster attack other monsters?

    yeah thanks, it works now. This is suuuper simple way to do it, but this is all you need to do if you want to make 1 creature be able to attack other creatures: else if (attacker->getMonster()) { if (attacker->getName().compare("YOUR_MONSTER") != 0) {...
  17. Tufte

    Solved [TFS 1.0] Make a monster attack other monsters?

    Just to test, I made isOpponent always return true, and isFriend always return false. They still wont deal any damage so it gotta be something else I need to edit.
  18. Tufte

    Solved [TFS 1.0] Make a monster attack other monsters?

    I have managed to make 2 creature target eachother, and they keep the target. But they wont do any damage, where can I edit so they will do damage? This is what I did to make them target eachother: function onUse(cid, item, fromPosition, itemEx, toPosition) local skeleton =...
  19. Tufte

    Solved [TFS 1.0] Make a monster attack other monsters?

    Why wont this work? function onUse(cid, item, fromPosition, itemEx, toPosition) local skeleton = doSummonCreature("Skeleton", toPosition) local chicken = doSummonCreature("Chicken", toPosition) local monster = Monster(skeleton) monster:removeFriend(chicken)...
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