boaspessoal
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Hello! If anyone would be so kind as to provide the textures for these edits on the black steel plate, I would greatly appreciate it. Thanks
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3ds max - character and weapon
boaspessoal replied to blaxis's topic in Community Support - Questions & Answers
You could always just treat that specific NPC like a PC through ::SetRace in ActorInstanceData(register all the body parts) and add the part like it's attaching an actual weapon to the model. Here's how I did it: -
Hello, I set up recently a system to bind special effects to a slot for armor and weapon. The issue appears when I relogin or warp to another map, while the body part seems to load in, the weapon has no effect. Everything works if I unequip and equip it back, it just doesn't seem to register the parts for the weapon effect when I load in. To be clear, the slot still has the item and is reading its value like bonus etc it's just the effect itself which is attached to the part the one that isnt working. What might be causing this issue? Thanks
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also looking for at least a clue as to how this can be done(attaching objects like weapons seems to preview fine in worldeditor but doesnt show in game for example)
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Cheapest Host for Development
boaspessoal replied to Ceettosa's topic in Community Support - Questions & Answers
I would suggest hetzner, though you do need to be verified -
perhaps a way for GMs(through some item) or NPCs to give quest rewards through mailbox(not needing to have any concerns regarding inventory/safebox space) to players so they can pick them up whenever they please, would be a nice addition to this system. nevertheless, an amazing contribution, as always!
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kind of a bummer that the cinematic system didnt make it to this version(or at least i cant seem to find it anywhere mentioned in the files)
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Try checking in C/C++ if there's a tab called language
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right click on project(UserInterface), this pops up -> -> Properties -> General
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if you're using a recent vs version, you should have this option when checking the properties of each project: use c++17 or above on UserInterface and try again
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seems like a C++ version issue, are you sure you're compiling the client using v141 toolset(instead of just having it available)?
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Hey, recently I upgraded my client source so it could compile with the latest C++(which meant I also upgraded boost, DevIL, etc), in the process of doing so I had to change a couple variable types(for example from byte to std::byte or in some cases, to cryptopp::byte). At first glance, there are no new errors in the client and everything seems to be working as usual, should I be worried about something breaking? How should I check for most things being unstable/breaking? Thanks
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Quest scroll bug
boaspessoal replied to boaspessoal's topic in Community Support - Questions & Answers
up -
Quest scroll bug
boaspessoal replied to boaspessoal's topic in Community Support - Questions & Answers
up -
Remove Quest after finishing the mission
boaspessoal replied to migi's topic in Community Support - Questions & Answers
I'm guessing you want to remove the quest scroll? If so, use clear_letter() Otherwise, consider sending them to another state after the mission is complete so it won't loop itself.