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Housing
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Mordaunt
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Post: #131
RE: Housing
V2.3.4

ADDED: Check to ensure deed is returned on redeed regardless to naming convention of multi (m_ or i_multi) backwards compatibility to older script pack.

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02-06-2014 12:33 AM
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babazar
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Post: #132
RE: Housing
Thank you Big Grin
02-06-2014 02:29 AM
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babazar
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Post: #133
RE: Housing
Hi m8, got another slight issue, I have a lot of players items in there house decaying... Any idea how to fix this?
02-06-2014 09:57 PM
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Mordaunt
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Post: #134
RE: Housing
Do you have any "garbage collect" type decay event? By default stuff placed on the ground inside a house shouldn't decay, and my system does nothing to change this, though if necessary you can add an event to the region to switch the attr on items placed inside houses to remove any decay flag they are gaining.

Hunt for this block:

[REGIONTYPE r_houses]

And add it there, though you should look to check the other thing first.

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02-07-2014 12:43 AM
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babazar
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Post: #135
RE: Housing
Thanks m8 all look into it, dont think my scripting will be able to work this one out which is pretty poor lol. Also quick one, we have been having a few players who cant code guild doors, says not allowed on all house doors
02-08-2014 08:59 AM
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Mordaunt
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Post: #136
RE: Housing
How do you mean not allowed on all house doors?
It isn't working on any or you cannot code every single door?

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02-08-2014 10:26 PM
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babazar
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Post: #137
RE: Housing
Yeh, M8, cant recode any doors what so ever, all options and all house doors saying not allowed, in side and out side

also i have a few houses that use obcf wooden house sign, what would be the quickest and easiest way to change them to work with obd1
(This post was last modified: 02-09-2014 09:25 AM by babazar.)
02-09-2014 09:07 AM
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Mordaunt
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Post: #138
RE: Housing
V2.3.5

FIXED: Players unable to code doors which was broken in a previous build. (reported by babazar)
FIXED: Invalid distance check error created by .all_house_timer_reset function.
CHANGED Reverted back to attr_move_never for containers & items since the secure & lockeddown variables still do nothing.

@Babazar:

There is no way to do it without it causing "some" inconvenience to the home owner but, honestly, if it were me, I would change the sign component in the multi's script to the brass one, take down the old house and put up the new one. That way you are starting with a clean slate on it. The sign's dispid can be altered by the home owner back to wooden should they wish in the customization section of the menu.

Your only other real option would be to replace the wooden sign with a brass one, go into debug mode and link the sign to the multi, then use .xf_initialise to force the house to set up again using the new sign. This will however delete all owners, friends e.t.c.. and leave all items in the house that were locked down, locked down and not count towards the house's total. (this would also leave you with the same problem when new houses are placed if they still have the wooden sign)

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(This post was last modified: 02-10-2014 12:12 AM by Mordaunt.)
02-10-2014 12:04 AM
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babazar
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Post: #139
RE: Housing
Ok, all have a little look into it thank you ..
02-10-2014 12:46 AM
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babazar
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Post: #140
RE: Housing
Fixed the house sign on my custom houses, Ty m8, a little quick on regards to GuildHouses, In the House menu it shows as private property but any one who is not in the guild can walk up to the front door. But if the the house is not a guild house non friends etc cant walk up to front doors? Is this normal?
02-10-2014 09:05 AM
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