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ReFresh

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Posts posted by ReFresh

  1. Hey guys,

    I have small question. Someone know how to set fixed position for the text in this function to not overflow the left side of the game screen? Now, if I'll change any value for x postion, it will overflow to the left. The text position is affected by affect image, so it looks like, 1st image has x position and 2nd image has x+20 position, I want to set all the texts at one selected position.

    Spoiler
    #uiaffectshower.py
    def SetToolTipText(self, text, x = 0, y = -19):
    
    		if not self.toolTipText:
    			textLine = ui.TextLine()
    			textLine.SetParent(self)
    			textLine.SetSize(0, 0)
    			textLine.SetOutline()
    			textLine.Hide()
    			self.toolTipText = textLine
    
    		self.toolTipText.SetText(text)
    		w, h = self.toolTipText.GetTextSize()
    		self.toolTipText.SetPosition(max(0, x + self.GetWidth()/2 - w/2), y)

     

    Thanks for answers!

    Sincerely,

    ReFresh

  2. I had this error many times and I always fixed it. It can be, because you wrongly added map to atlasinfo with wrong coordinates, it can be nonexisting path to the map folder, wrongly packed files like property one, because of folders, which contain ÆÄÀÏÀÌ ¾øÀ» °¡´É¼ºÀÌ ¸¹½À´Ï´Ù characters, which not every packer can pack correctly. Etc. it's really common error, which you should be able to fix.

  3. 4 hours ago, Gurgarath said:

    Hello,

    I forgot the exact name, but it is in "sound\common" and it's probably "walk_dirt_n.wav". Good idea you have there by the way!

    Have a nice day

    Good point, but sound effect is another thing. I didn't think about it, because almost no one have the sound effects turned on and it's really hard to identify, where the player is, just by hearing the sound effect, it's not the CS:GO. But sure, disable the sound effects wouldn't be bad idea too, but I was talking about the visual effect, which you can see, when someone is running. 

  4. Hey guys,

    I'm wondering how to hide taskbar quickslot tooltip when help window is opened, because when you open the help window and hover over the items or skills, which you have in taskbar quickslot, you will see the tooltip, which won't disappear until you close the help window and hover over another tooltip somewhere. The tooltip should be hidden when the help window is opened like the other tooltips are.

    I tried to lock these slots like below:

    File: uihelp.py

    Spoiler
    	def LockSlot(self, slotIndex):
    		wndMgr.LockSlot(self.hWnd, slotIndex)
    
    	def UnlockSlot(self, slotIndex):
    		wndMgr.UnlockSlot(self.hWnd, slotIndex)
    
    	def Open(self):
    		self.LockSlot(player.GetGlobalQuickSlot(SlotNumber))
    		self.Lock()
    		self.Show()
    
    	def Close(self):
    		self.UnlockSlot(player.GetGlobalQuickSlot(SlotNumber))
    		self.Unlock()
    		self.Hide()

     

    But it doesn't work, surprisingly... xD

    Everyone has this problem, I'm sure there's no one who have fixed that, so would be nice, if someone can share with us some solution.

    Thanks for possible answers!

    Sincerely,

    ReFresh

  5. To fix the hair problem, just add 46039.sub file into icon/hair/ and in the .sub file edit the image name. And for the armor problem, I think you fked up client sided item_proto, probably wrongly packed or you fked up some lines in item_proto, one missing space or tab can cause the problem like you have with the armor. And another problem could be a item_vnum range, but I don't think it's your case, but there're are some number ranges for items.

  6. It should be really simple for someone who knows c++, you need to make list with variables for item qualities, which need to be assigned to concrete items via c++ cases:. I think this is the easiest way, how to do that. Another way is to add new column to server item_proto with numbers for item quality and make a function, which will assign colored name of concrete item to that quality number. I'm not so experienced in c++ to make that for you. It's just suggestion to how it could be done. You can just hope, someone will have free time to make that for you, because it's not that hard.

    • Good 2
  7. Hey guys,

    I just found visual bug of highlight system. How to trigger this visual bug? Simply. Recieve some new items, which will be highlighted by highlight system, then do not unmark them and switch your character to another on the same account and have some items in inventory on that switched character. Now you will see the same count of items highlighted in the inventory as you had on the character before switch.

    Would be really nice, if someone have solution for this visual bug, because I think many people have the same problem.

    Thanks for possible answers!

    Sincerely,

    ReFresh

  8. Thanks, but I'm not sure, if the bool should be there twice, but in another class. Is that correct?

    	protected:
    		friend class CInputDB;
    		bool		OnAfterCreatedItem();
    
    		//FIX REAL TIME FIRST USE
    		friend class CHARACTER;
    		bool		OnAfterCreatedItem();
    		//FIX REAL TIME FIRST USE

    Ah, as I can see, the way above will cause error with overloaded variable.

    So, this way is correct?

    	protected:
    		friend class CInputDB;
    
    		//FIX REAL TIME FIRST USE
    		friend class CHARACTER;
    		bool		OnAfterCreatedItem();
    		//FIX REAL TIME FIRST USE

    But then I can remove the friend class CInputDB; or not? It will be used in both classes at the same time? Yeah, maybe dumb question, but for me it's not really clear from your tut.

  9. 42 minutes ago, SussyFlore96 said:

    Anyone managed to make soul stones (50513) and pearls (27992, 27993, 27994) stackable?

    Even if the items have ITEM_STACKABLE they simply won't stack in inventory. I have tried to search the entire db/game source for anything that might help and had no joy with it.

    Any idea would be greatly appreciated.

    @ TMP4, perhaps you might have an idea of this behavior?

    Thanks!

     

    • Think 1
  10. One guy told me that this works for him:

    Spoiler
    elif (item.GetUseType(srcItemVID) == "USE_CHANGE_ATTRIBUTE" or item.GetUseType(srcItemVID) == "USE_ADD_ATTRIBUTE") and player.GetItemIndex(srcItemSlotPos) == player.GetItemIndex(dstItemSlotPos):
    			self.__SendMoveItemPacket(srcItemSlotPos, dstItemSlotPos, 0)

    But it still doesn't work for me. Anyone knows the complete solution?

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