SphereCommunity
New Features Request - Printable Version

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+--- Thread: New Features Request (/Thread-New-Features-Request)

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RE: New Features Request - XuN - 09-13-2013 06:33 PM

They are also a GREAT adition, I use them too but for storing completed quests. BTW what about .57 Quest support? Rolleyes


RE: New Features Request - Rattlehead - 09-14-2013 02:42 PM

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.


RE: New Features Request - darksun84 - 09-19-2013 12:48 AM

Hello,

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

.anim anim_number,times

Repeat the animation for N times


RE: New Features Request - amonvangrell - 09-19-2013 07:06 AM

(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! ":]


RE: New Features Request - Rizz - 10-17-2013 08:41 AM

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.


RE: New Features Request - RanXerox - 10-17-2013 08:57 AM

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.


RE: New Features Request - Rizz - 10-17-2013 05:18 PM

(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.


RE: New Features Request - XuN - 10-17-2013 06:07 PM

Then just avoid corpses from being targeted for 'this time + 0.1' so other players will have time to do it manually too.


RE: New Features Request - Rizz - 10-17-2013 07:25 PM

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...