Post Reply 
 
Thread Rating:
  • 1 Votes - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
New Features Request
Author Message
XuN
Sphere Developer
*****

Posts: 852
Likes Given: 102
Likes Received: 156 in 119 posts
Joined: Jul 2013
Reputation: 30



Post: #71
RE: New Features Request
They are also a GREAT adition, I use them too but for storing completed quests. BTW what about .57 Quest support? Rolleyes
09-13-2013 06:33 PM
Find all posts by this user Like Post Quote this message in a reply
Rattlehead
Master
**

Posts: 290
Likes Given: 3
Likes Received: 8 in 6 posts
Joined: Jun 2012
Reputation: 8



Post: #72
RE: New Features Request
yeah, i remeber u and naz going around with tags, and ur absolutely right khaos, that was back in the day when the best dedi u could get was 2Gb and a shitty cpu, and that was way more expensive then it was worth, i myself ended up buying a tower with 4Gb (which back then was a monster) and upgraded my net connection as high as i could get, and ran the shard from that, and even after paying for the tower, and th emonthly cost of the upgrade on my net, it was till cheaper

it just isnt like that now, u can get a monster dedi with a 6 core cpu and a buttload of ram for next to nothing, i run on a 8gb quad now, and sphere hardly uses a small fraction of it, kinda seems like a waste tbh, even with 200 players on i dont see it getting bogged down any time soon

so i have to agree, at least now a days, that u can use as many tags as u could possibly imagine with little to no resources being affected in the process, i love tags, have always loved tags, after i gained exp in other languages and systems, i have come to love tags even more, even wish some languages would look to u guys and take some ideas tbh.

[Image: matts_siggy.gif]
09-14-2013 02:42 PM
Find all posts by this user Like Post Quote this message in a reply
darksun84
Sir Spamalot
****

Posts: 1,687
Likes Given: 245
Likes Received: 162 in 151 posts
Joined: Mar 2012
Reputation: 35



Post: #73
RE: New Features Request
Hello,

It can be interesting to have an additional argument to the .anim command :

.anim anim_number,times

Repeat the animation for N times
09-19-2013 12:48 AM
Find all posts by this user Like Post Quote this message in a reply
amonvangrell
Banned

Posts: 337
Likes Given: 17
Likes Received: 32 in 20 posts
Joined: Aug 2012

britannia shard

Post: #74
RE: New Features Request
(09-19-2013 12:48 AM)darksun84 Wrote:  Hello,

It can be interesting to have an additional argument to the .anim command :

.anim anim_number,times

Repeat the animation for N times

I agree with that! ":]
09-19-2013 07:06 AM
Visit this user's website Find all posts by this user Like Post Quote this message in a reply
Rizz
Master
**

Posts: 396
Likes Given: 21
Likes Received: 14 in 9 posts
Joined: Oct 2012
Reputation: 0



Post: #75
RE: New Features Request
A way to block the auto ground targeting to prevent some macro like this one:

PHP Code:
useobjectdagger
waitfortarget 500
// Target a corpse of any color in range of 2 tiles
targetground 0x2006 'any' 

At the moment there isn't a way to do that, we can olny add some timers to slow down the process.
10-17-2013 08:41 AM
Find all posts by this user Like Post Quote this message in a reply
RanXerox
Master
**

Posts: 550
Likes Given: 1
Likes Received: 12 in 9 posts
Joined: Dec 2010
Reputation: 19



Post: #76
RE: New Features Request
If you want to prevent a corpse from being the target of a dagger, edit the behavior of your dagger or your corpse using "targon" triggers.
10-17-2013 08:57 AM
Find all posts by this user Like Post Quote this message in a reply
Rizz
Master
**

Posts: 396
Likes Given: 21
Likes Received: 14 in 9 posts
Joined: Oct 2012
Reputation: 0



Post: #77
RE: New Features Request
(10-17-2013 08:57 AM)RanXerox Wrote:  If you want to prevent a corpse from being the target of a dagger, edit the behavior of your dagger or your corpse using "targon" triggers.

No, this is not the point.
Dagger was just an example to explain the macro.
The problem is quite different: people can set a macro to instant carve a corpse without manually targeting.
Corpse is just a example but there are a lot of different applications.

The problem is the possibility to target every new object (we are not talking about "last target") on the ground in half second with an automatic macro and without aiming with the house.
10-17-2013 05:18 PM
Find all posts by this user Like Post Quote this message in a reply
XuN
Sphere Developer
*****

Posts: 852
Likes Given: 102
Likes Received: 156 in 119 posts
Joined: Jul 2013
Reputation: 30



Post: #78
RE: New Features Request
Then just avoid corpses from being targeted for 'this time + 0.1' so other players will have time to do it manually too.
10-17-2013 06:07 PM
Find all posts by this user Like Post Quote this message in a reply
Rizz
Master
**

Posts: 396
Likes Given: 21
Likes Received: 14 in 9 posts
Joined: Oct 2012
Reputation: 0



Post: #79
RE: New Features Request
I've already done that way and i also added a timer check beetween double click action and target acquiring.
All of these are not the correct ways bcuz all the players that can acquire new target without mouse aiming will always have a huge advantage on the others.
This difference can only been known by PVPers.

For carving example, image a confusional situation where a lot of players are around the body. Who has the macro just start spam a key before the player's death, the others need to find out the body and aiming.
This is just one case, could be so different cases.
I've a plan to avoid this but i don't like to change too much the uo mechanics with timer, counter timer and action failing...
(This post was last modified: 10-17-2013 07:43 PM by Rizz.)
10-17-2013 07:25 PM
Find all posts by this user Like Post Quote this message in a reply
Post Reply 


Forum Jump:


User(s) browsing this thread: 1 Guest(s)

This forum uses Lukasz Tkacz MyBB addons.