Client limitation workaround: Dynamic backpacks
Hey folks,
I've run into a snag on a system for instanced stealing backpacks that I've been working on. In order to make a pack display to the player, it has to be on the creature in question's top layer. I'm using a custom container (let's say StealPack:Backpack) on Layer.Unused_x9. Anyway, here's the problem;
Since these packs are generated upon the player attempting to steal from the mobile, it has to be created and then dropped onto the target mobile on that unused layer. The problem is that it never displays (using StealPack.DisplayTo(PlayerMobile)) the FIRST time. It will display on subsequent steal attempts, but never the first time. I suspect this is a client limitation, and the best workaround I can come up with is to write a timer to open the pack a second later, but I'd rather not have that delay...
Anyone have any ideas?
Hey folks,
I've run into a snag on a system for instanced stealing backpacks that I've been working on. In order to make a pack display to the player, it has to be on the creature in question's top layer. I'm using a custom container (let's say StealPack:Backpack) on Layer.Unused_x9. Anyway, here's the problem;
Since these packs are generated upon the player attempting to steal from the mobile, it has to be created and then dropped onto the target mobile on that unused layer. The problem is that it never displays (using StealPack.DisplayTo(PlayerMobile)) the FIRST time. It will display on subsequent steal attempts, but never the first time. I suspect this is a client limitation, and the best workaround I can come up with is to write a timer to open the pack a second later, but I'd rather not have that delay...
Anyone have any ideas?