The following warnings occurred:
Warning [2] Use of undefined constant SAPI_NAME - assumed 'SAPI_NAME' (this will throw an Error in a future version of PHP) - Line: 3388 - File: inc/functions.php PHP 7.4.33-nmm7 (Linux)
File Line Function
/inc/functions.php 3388 errorHandler->error
/showthread.php 116 build_archive_link
Warning [2] Use of undefined constant IN_ARCHIVE - assumed 'IN_ARCHIVE' (this will throw an Error in a future version of PHP) - Line: 3331 - File: inc/functions.php PHP 7.4.33-nmm7 (Linux)
File Line Function
/inc/functions.php 3331 errorHandler->error
/inc/functions.php 3324 build_forum_breadcrumb
/showthread.php 195 build_forum_breadcrumb
Warning [2] Use of undefined constant IN_ARCHIVE - assumed 'IN_ARCHIVE' (this will throw an Error in a future version of PHP) - Line: 3331 - File: inc/functions.php PHP 7.4.33-nmm7 (Linux)
File Line Function
/inc/functions.php 3331 errorHandler->error
/showthread.php 195 build_forum_breadcrumb






Post Reply 
 
Thread Rating:
  • 5 Votes - 4.8 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Housing
Author Message
xwerswoodx
Journeyman
*

Posts: 86
Likes Given: 4
Likes Received: 7 in 4 posts
Joined: Jun 2012
Reputation: 0

UoMMO

Post: #81
RE: Housing
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?
(This post was last modified: 07-23-2013 03:45 AM by xwerswoodx.)
07-23-2013 03:45 AM
Find all posts by this user Like Post Quote this message in a reply
Mordaunt
Super Moderator
****

Posts: 1,237
Likes Given: 26
Likes Received: 55 in 43 posts
Joined: Mar 2012
Reputation: 35



Post: #82
RE: Housing
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.

[Image: 2nis46r.jpg]
07-23-2013 10:49 AM
Visit this user's website Find all posts by this user Like Post Quote this message in a reply
xwerswoodx
Journeyman
*

Posts: 86
Likes Given: 4
Likes Received: 7 in 4 posts
Joined: Jun 2012
Reputation: 0

UoMMO

Post: #83
RE: Housing
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
07-23-2013 11:24 AM
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: #84
RE: Housing
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

[Image: matts_siggy.gif]
08-03-2013 05:57 PM
Find all posts by this user Like Post Quote this message in a reply
Mordaunt
Super Moderator
****

Posts: 1,237
Likes Given: 26
Likes Received: 55 in 43 posts
Joined: Mar 2012
Reputation: 35



Post: #85
RE: Housing
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.

[Image: 2nis46r.jpg]
(This post was last modified: 08-03-2013 11:09 PM by Mordaunt.)
08-03-2013 10:11 PM
Visit this user's website 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: #86
RE: Housing
working good man, thx Wink

[Image: matts_siggy.gif]
08-04-2013 02:40 PM
Find all posts by this user Like Post Quote this message in a reply
Mordaunt
Super Moderator
****

Posts: 1,237
Likes Given: 26
Likes Received: 55 in 43 posts
Joined: Mar 2012
Reputation: 35



Post: #87
RE: Housing
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]

[Image: 2nis46r.jpg]
(This post was last modified: 08-06-2013 11:02 AM by Mordaunt.)
08-06-2013 10:57 AM
Visit this user's website Find all posts by this user Like Post Quote this message in a reply
Mordaunt
Super Moderator
****

Posts: 1,237
Likes Given: 26
Likes Received: 55 in 43 posts
Joined: Mar 2012
Reputation: 35



Post: #88
RE: Housing
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

[Image: 2nis46r.jpg]
08-06-2013 11:36 PM
Visit this user's website Find all posts by this user Like Post Quote this message in a reply
babazar
Journeyman
*

Posts: 189
Likes Given: 2
Likes Received: 10 in 9 posts
Joined: Jun 2013
Reputation: 0



Post: #89
RE: Housing
been getting this error fella ,
(housing211.scp,2639)Undefined keyword 'ref1.timer'

and im doing nothing to any house
08-14-2013 06:24 AM
Find all posts by this user Like Post Quote this message in a reply
Mordaunt
Super Moderator
****

Posts: 1,237
Likes Given: 26
Likes Received: 55 in 43 posts
Joined: Mar 2012
Reputation: 35



Post: #90
RE: Housing
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.

[Image: 2nis46r.jpg]
08-14-2013 08:06 AM
Visit this user's website Find all posts by this user Like Post Quote this message in a reply
Post Reply 


Forum Jump:


User(s) browsing this thread: 10 Guest(s)