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Housing - Printable Version

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RE: Housing - xwerswoodx - 07-23-2013 03:45 AM

When I build house if someone in the house area, he is sent on me, so in the action someone do this for kill him, is it about your housing script or sphere?


RE: Housing - Mordaunt - 07-23-2013 10:49 AM

Yes/No/Maybe?

Are we talking about placing a standard house or using the building option in the custom houses?

If it's building in custom houses, that's nothing to do with me, all I did was drop MrSugarCube's function in to call the designer menu.

If you are talking about placing a standard house, the only checks I added were to make sure there wasn't another multi in the way before the house is placed. Everything else runs on the hardcoded functions.

I'd be surprised if my script is causing the issue.


RE: Housing - xwerswoodx - 07-23-2013 11:24 AM

It should be hardcoded, I will send this bugtracker, because I didn't sure the messages may be cliloc so I couldn't find but it's about only building multi if you check only distance from multi this should be bug. Smile


RE: Housing - Rattlehead - 08-03-2013 05:57 PM

Mordaunt

this script, is the most awesome housing system i have ever had the pleasure of having on my shard. hands down it does everything anyone could ever ask, right down to being able to change a higer maintenance fee based on the region they are in.

the ingenuity with being able to code doors to certain ppl, the speech commands, everything man, for real, i cant express in words how truly awesom and amazing this system is, even reading thru the code has taught me a few things, it just blows my f'ing mind when i use it AND when i look thru it, it is a masterpiece.

with that said i have a question, cus looking thru this script kinda mind f**ks me lol, is there a way to disable the maintenance fee per house? like something i could set, say timer to -1 or something? note, this is for a GM, but would be nice to do it for certain player for w/e reason as well


RE: Housing - Mordaunt - 08-03-2013 10:11 PM

High praise indeed, thank you very much Big Grin

The maintenance question:

It didn't, but I like that idea so now it does Wink

v2.0.9:

New 2.0.9: Added: GM option to ownership tab to allow decay to be disabled on a per house basis - Suggested by Rattlehead
Fixed: Free redeeding for GMs (again)

Actually set it so that you can toggle it back and forth with a button only visible to staff under the ownership tab. Selling via sign or redeeding the house will cause the exemption to be lost. Didn't figure it to be a good idea to have houses popping up that can't decay and being sold for stupid money. Transferring the house via the sign option currently does not remove the exemption, though I may add a switch later on to allow this to be changed.


RE: Housing - Rattlehead - 08-04-2013 02:40 PM

working good man, thx Wink


RE: Housing - Mordaunt - 08-06-2013 10:57 AM

v 2.1.0

Rattlehead - Added: House commands (move north, move south, move east, move west)
Rattlehead - Added: Gump for house command use and description
Rattlehead - Fixed: Reference to doors giving errors

[Image: 25p7orm.png]


RE: Housing - Mordaunt - 08-06-2013 11:36 PM

Seems like we are on one of those periods with a rapid succession of updates.

v 2.1.1
Fixed: Unable to redeed house if redeed_fee is set to zero

But it's improvements and bug fixes, so it's all good Big Grin


RE: Housing - babazar - 08-14-2013 06:24 AM

been getting this error fella ,
(housing211.scp,2639)Undefined keyword 'ref1.timer'

and im doing nothing to any house


RE: Housing - Mordaunt - 08-14-2013 08:06 AM

Issue from a little bit of bad code when I added the per house decay exemption. Fixed it now


V2.1.2

New 2.1.2: Fixed: Glitch & Console Error when houses have been set to decay exempt. Also removal of exemption by staff now sets house timer to <def.can_decay> to prevent other issues.