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Static Housing
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Mordaunt
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Post: #11
RE: Static Housing
Simple to do, just make the src.ctag.msh_sign_whatever into src.tag.msh_sigh_whatever, and make sure that you clear them all after the process is finished.

ctags clear when a player logs out, regular tags do not.

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05-30-2013 05:52 AM
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tleilax
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Post: #12
RE: Static Housing
Alright, will do.

Anyways I tested this on 56b, using your housing system, when i'm in static house and use .msh xxx, I set up everything and then:

there is wall of text:
The structure is blocked.
No building is allowed here.
Terrain is too bumpy to place structure here.

Also, after that, it spawns doors and sign correctly, but in the middle of the house, there is some pile of gold - when I remove it, all doors and sign are removed also.

These are the flags for the current roomdef:
[ROOMDEF a_boarding_house_n_1]
EVENTS=r_default,r_default_rock,r_default_water,r_default_tree,r_default_grass
NAME=Boarding House N
GROUP=Jhelom
FLAGS=REGION_FLAG_UNDERGROUND
P=1322,3677,0,0
RECT=1319,3671,1337,3682,0

[AREADEF a_townJhelom]
EVENTS=r_default,r_default_rock,r_default_water,r_default_tree,r_default_grass
NAME=Jhelom
GROUP=Jhelom
FLAGS=REGION_FLAG_GLOBALNAME|REGION_FLAG_GUARDED

Am I doing something wrong?
(This post was last modified: 05-30-2013 06:56 AM by tleilax.)
05-30-2013 06:52 AM
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Mordaunt
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Post: #13
RE: Static Housing
Ignore the "wall of text" it's because of the build over which you are dropping the new region and any static decoration that's already in there. Obviously players have to deal with whatever in in the house by default, not much that can be done about that unless you go ahead and edit your map files e.t.c..

The pile of gold is only visible to staff members, it's what Crius used instead of a gembit to dictate the region, if you delete it, you delete the house region you just created. You will also find that this script creates a new file (static_multis.scp) into which these statics are written, look for them there if you want to check on them.

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(This post was last modified: 05-30-2013 10:18 AM by Mordaunt.)
05-30-2013 09:57 AM
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Archaaz
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Post: #14
RE: Static Housing
First of all, this is an amazing idea. I have not yet added it to my shard, but I intend to. I do have a question though. Can players decorate their static homes (place, lock down, secure items, etc.)? If so, I hope to implement this system and use CentrED to remove the statics from the buildings I wish to use (as you mentioned above).
09-09-2013 08:30 PM
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Mordaunt
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Post: #15
RE: Static Housing
Yes, the houses should have all the same permissions as normal player houses, with the exception of demolishing/redeeding

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09-09-2013 09:50 PM
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Archaaz
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Post: #16
RE: Static Housing
(09-09-2013 09:50 PM)Mordaunt Wrote:  Yes, the houses should have all the same permissions as normal player houses, with the exception of demolishing/redeeding

Fantastic! Thank you.
09-09-2013 11:03 PM
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maos32
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Post: #17
RE: Static Housing
Hello
I use 56b and i got this error ..

14:45:ERROR:(static_housing.scp,239)Can't resolve <file.open scripts/static_multis.scp>
14:45:ERROR:(static_housing.scp,239)Undefined symbol ''
14:45:ERROR:(static_housing.scp,250)Undefined keyword 'FILE.CLOSE'
14:45:ERROR:(static_housing.scp,260)Can't resolve <file.open scripts/static_multis.scp>
14:45:ERROR:(static_housing.scp,260)Undefined symbol ''
14:45:ERROR:(static_housing.scp,263)Undefined keyword 'FILE.CLOSE'
14:45:ERROR:(static_housing.scp,268)Can't resolve <file.open scripts/static_multis.scp>
14:45:ERROR:(static_housing.scp,268)Undefined symbol ''
14:45:ERROR:(static_housing.scp,276)Undefined keyword 'FILE.CLOSE'
14:45:WARNING:(static_housing.scp,277)'scripts/static_multis.scp' not found...
14:45:ERROR:(static_housing.scp,279)Undefined symbol 'i_deed_multi_britain_first_house'

OF_FILECOMMANDS ENABLED

Any issue?
09-15-2013 10:48 PM
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XuN
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Post: #18
RE: Static Housing
(09-15-2013 10:48 PM)maos32 Wrote:  Hello
I use 56b and i got this error ..

14:45:ERROR:(static_housing.scp,239)Can't resolve <file.open scripts/static_multis.scp>
14:45:ERROR:(static_housing.scp,239)Undefined symbol ''
14:45:ERROR:(static_housing.scp,250)Undefined keyword 'FILE.CLOSE'
14:45:ERROR:(static_housing.scp,260)Can't resolve <file.open scripts/static_multis.scp>
14:45:ERROR:(static_housing.scp,260)Undefined symbol ''
14:45:ERROR:(static_housing.scp,263)Undefined keyword 'FILE.CLOSE'
14:45:ERROR:(static_housing.scp,268)Can't resolve <file.open scripts/static_multis.scp>
14:45:ERROR:(static_housing.scp,268)Undefined symbol ''
14:45:ERROR:(static_housing.scp,276)Undefined keyword 'FILE.CLOSE'
14:45:WARNING:(static_housing.scp,277)'scripts/static_multis.scp' not found...
14:45:ERROR:(static_housing.scp,279)Undefined symbol 'i_deed_multi_britain_first_house'

OF_FILECOMMANDS ENABLED

Any issue?
09-15-2013 11:19 PM
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Anarch Cassius
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Post: #19
RE: Static Housing
That's what the darn gold is! I had that for ages and thought it was a bug.

Frankly using something besides a Gembit is a very good idea. I like central control objects. The trouble is that gold is default item that appears when something failed to be found. So using IT instead of a gembit makes the script look bugged. Maybe the OTHER gembit (the large irregular one) or one of the mini house graphics would be more obvious.

Current Projects: Necromancy SCP overhaul. Custom Faction AI/System. Imbuing.
09-18-2013 06:04 AM
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Mordaunt
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Post: #20
RE: Static Housing
Lol.

Yeah the gold pile is what Crius used when he originally wrote the script. When i updated the script I focused purely on how it writes to the file for the region, since that is what was broken.
I have now switched out the treasure pile for a mini house, sine that does make more sense and would be clearer as to it's purpose for any staff members seeing it.

I may go back in at some point and remove the memory items the script uses... Just not right now Tongue

[Image: 2nis46r.jpg]
(This post was last modified: 09-18-2013 09:12 AM by Mordaunt.)
09-18-2013 09:07 AM
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