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switch rook rats

Morcega Negra

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Joined
Aug 4, 2015
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This bridge is different from the other code that already exists here in otland
because it only has 2 wooden sqm.
and besides the water needs of land border
how to? =(
tfs 0.4
wood1 {x = 32100, y = 32205, z = 8}
wood2 {x = 32101, y = 32205, z = 8}
ponte.jpg
 
Please show us the code.
Post your code.
Post your errors.
Help us so we can help you.
https://otland.net/threads/rook-switch-error.240604/

image.jpg

image.jpg

In remeres I create rock with an open or closed tip? this facilitates something to the code?

Code:
 -- rook lever by QuaS~
local posi3 = {x=301, y=287, z=8} --
poss = {
[2] = {x=160, y=108, z=7},
[3] = {x=161, y=108, z=7}
}

local lever = {
[2] = {x=164, y=107, z=7}
}
local itemids = 5770
function onUse(cid, item, fromPosition, itemEx, toPosition)
if item.itemid == 1945 then
doCreateItem(itemids,poss[2])
if getTileItemById(poss[1],4645).itemid ~= nil then
doTransformItem(getTileItemById(poss[1],4645).uid,itemids)
end
if getTileItemById(poss[3],4647).itemid > 0 then
doTransformItem(getTileItemById(poss[3],4647).uid,itemids)
end
for i=1,#lever do
if lever.x == fromPosition.x then
o = i
end
end
if o == 1 then
b = 2
else
b = 1
end
doTransformItem(item.uid,item.itemid+1)
doTransformItem(getTileItemById(lever,1945).uid,1946)
elseif item.itemid == 1946 then
for p = 1,#poss do
doRelocate(poss[p], posi3)
end
for z =1,#poss do
poss[z].stackpos = 254
if getThingFromPos(poss[z]).itemid > 1000 then
doRemoveItem(getThingFromPos(poss[z]).uid)
end
poss[z].stackpos = 1
if getThingFromPos(poss[z]).itemid > 1000 then
doRemoveItem(getThingFromPos(poss[z]).uid)
end

end
for i=1,#lever do
if lever.x == toPosition.x then
o = i
end
end
if o == 1 then
b = 2
else
b = 1
end
doCreateItem(4616,poss[2])
doCreateItem(351,poss[1])
doCreateItem(351,poss[3])
doCreateItem(4645,poss[1])
doCreateItem(4647,poss[3])
doTransformItem(item.uid,item.itemid-1)
doTransformItem(getTileItemById(lever,1946).uid,1945)
end
return TRUE
end
 
Change the item id's to the correct ones.. fix the position that players teleport on line 2.. and edit your map by 1 sqm.

Or use the script I made in your other thread, and delete/green-text lines that use "bridge[2]" , then change bridge[3] to bridge[2] so the relocate/clean loops work correctly.

Whichever way you go, or even if you ask for more help, give us everything.
"Sea water" and "Sewage" means nothing when your script is creating 4616 at the moment
 
It's only ID's problem, edit your script with the correct ones (you can view it on items.xml, remere's map editor or double clicking the tile).
 
It's only ID's problem, edit your script with the correct ones (you can view it on items.xml, remere's map editor or double clicking the tile).
Change the item id's to the correct ones.. fix the position that players teleport on line 2.. and edit your map by 1 sqm.

Or use the script I made in your other thread, and delete/green-text lines that use "bridge[2]" , then change bridge[3] to bridge[2] so the relocate/clean loops work correctly.

Whichever way you go, or even if you ask for more help, give us everything.
"Sea water" and "Sewage" means nothing when your script is creating 4616 at the moment
In the picture I posted with sqm with x.
if I put the right script he is without the edge, because they are two items, the edge and the lake, look at the second image
 
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