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Custom Script Releases This forum is where you can release your custom scripts for other users to use.

Please note: By releasing your scripts here you are submitting them to the public and as such agree to publish them under the GPL licensing terms. The RunUO Team has made its software GPL for you to use and enjoy you should do the same for anything based off of RunUO.

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Old 05-15-2007, 01:27 AM   #51 (permalink)
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I'm just having all sorts of issues at first I was getting the target message like everyone else was... I'm runing RC1 by the way.... I tried fixing this, and my new error is this:
Code:
Errors:
 + Custom/House Paint System/PaintCan.cs:
    CS1502: Line 140: The best overloaded method match for 'Server.Multis.BaseHo
use.FindHouseAt(Server.Mobile)' has some invalid arguments
    CS1503: Line 140: Argument '1': cannot convert from 'object' to 'Server.Mobi
le'
I'm a little fustrated that others have succesfully gotten this up and working. I think it would be an absolutely wonderful addition to my shard. Any help on this would certainly be appreciated. Thank you.
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Old 05-15-2007, 06:06 AM   #52 (permalink)
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Default PaintCan Error

Thank you for helping fix the previous problem I brought up.. Now I have another I am not sure how to fix.. I read all the posts, but didn't see any
information on this one... Any ideas?

Errors:
+ Added Customs/HousePaints/Customs/House Paint System/PaintCan.cs:
CS0115: Line 30: 'Server.Items.PaintCan.DisplayWeight': no suitable method found to override

Thank you in advance,
Peg/Kyss
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Old 05-15-2007, 06:56 AM   #53 (permalink)
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Quote:
Originally Posted by paggylee View Post
Thank you for helping fix the previous problem I brought up.. Now I have another I am not sure how to fix.. I read all the posts, but didn't see any
information on this one... Any ideas?

Errors:
+ Added Customs/HousePaints/Customs/House Paint System/PaintCan.cs:
CS0115: Line 30: 'Server.Items.PaintCan.DisplayWeight': no suitable method found to override

Thank you in advance,
Peg/Kyss
DisplayWeight is probably one of the SVN features. I am using SVN 181 and so I have included some stuff that you might not have. You can comment out or delete that method with no problems.

Quote:
Originally Posted by wensday View Post
I'm just having all sorts of issues at first I was getting the target message like everyone else was... I'm runing RC1 by the way.... I tried fixing this, and my new error is this:
Code:
Errors:
 + Custom/House Paint System/PaintCan.cs:
    CS1502: Line 140: The best overloaded method match for 'Server.Multis.BaseHo
use.FindHouseAt(Server.Mobile)' has some invalid arguments
    CS1503: Line 140: Argument '1': cannot convert from 'object' to 'Server.Mobi
le'
I'm a little fustrated that others have succesfully gotten this up and working. I think it would be an absolutely wonderful addition to my shard. Any help on this would certainly be appreciated. Thank you.
Did you try getting my latest release? I think I got most of the bugs out. The only issue you might have with RC1 is the DisplayWeight issue like the others had.
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Old 05-15-2007, 02:36 PM   #54 (permalink)
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Am I missing something? Once a player has painted something, they can't seem to be able to change the color get a msg that says "that not accessable".

Also I still have the problem of when house is demolished the painted walls stay. I tried puting this
Code:
#region Lokai's House Paints 
if (item is PaintedItem) 
item.Delete(); 
#endregion
in to my basehouse.cs but when I did, the painted walls would eventually disappear...

Anyone have this working so that you can repaint the walls & that the painted walls will demolish with the house?
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Old 05-15-2007, 03:48 PM   #55 (permalink)
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Quote:
Originally Posted by Roseanne View Post
Am I missing something? Once a player has painted something, they can't seem to be able to change the color get a msg that says "that not accessable".
- Painted walls are locked down when created.
- Users must Release the old paint in order to repaint it.
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Old 05-15-2007, 06:42 PM   #56 (permalink)
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I think this concept is absolutely fabulous. I put it in and these are things I found to be issues/concerns

1. When you paint & it creates a duplicate/painted item in the exact spot, eventually they fall 'underneath' the original item making it appear as though the color reverted.
2. The painted items count against the player's alloted lockdowns.
3. When you customize some (not necessarilly all) the painted items go in to the moving crate and a gm has to delete them and then the ones that didn't go into the moving crate ended up in strange spots.
4. Players can't paint their front steps, foundations, or roofs.

I hope these issues/concerns can be fixed, I know my players would love to be able to use this. This really is a fabulous concept!
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Old 05-15-2007, 09:32 PM   #57 (permalink)
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Quote:
Originally Posted by Roseanne View Post
I think this concept is absolutely fabulous. I put it in and these are things I found to be issues/concerns

1. When you paint & it creates a duplicate/painted item in the exact spot, eventually they fall 'underneath' the original item making it appear as though the color reverted.
From Post #1:

Quote:
Originally Posted by Lokai
KNOWN ISSUES:

- When users log in, their Client may load the Locked-down painted items before the regular house walls. This causes the paint to disappear. Not sure if the Lockdown feature will fix this. If anyone has an idea on setting a priority level or something so that the Painted walls display last, let me know.
Quote:
Originally Posted by Roseanne View Post
2. The painted items count against the player's alloted lockdowns.
Also From Post #1:

Quote:
Originally Posted by Lokai
....Users must Secure them to prevent them from fading. (An added bonus is that this may reduce excessive painting, since it lowers the total Lockdowns available.)
As you can see, this was intentional.

[quote=Roseanne;683302]
3. When you customize some (not necessarilly all) the painted items go in to the moving crate and a gm has to delete them and then the ones that didn't go into the moving crate ended up in strange spots.

Quote:
Originally Posted by Roseanne View Post
4. Players can't paint their front steps, foundations, or roofs.
Roofs are not included. I have not had th problem with steps or foundations. Anyone else have this?
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Old 05-15-2007, 09:52 PM   #58 (permalink)
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Is there a way to set the z to plus one? this way it won't fall underneath the original tile?
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Old 05-15-2007, 09:57 PM   #59 (permalink)
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Quote:
Originally Posted by Roseanne View Post
Is there a way to set the z to plus one? this way it won't fall underneath the original tile?
Sure, just add 1 in the various parts where it is called. But it will look a little funny, also, if the original wall does show in front, then raising z will not help, since it will only stick up a bit, not out. You would have to increase x or y also depending on if it was an East or North facing object, what a pain. It would not be pretty I think. It would be much better if we could just find a way to give the Painted Item a priority somehow, like something that refreshes it when someone comes in range, but I imagine that would cause more lag than if it were movable again.
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Old 05-17-2007, 08:20 AM   #60 (permalink)
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Could you tell me how I would set pi.Z = target.Z; to target.z +1 ???
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Old 05-17-2007, 07:04 PM   #61 (permalink)
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Quote:
Originally Posted by Roseanne View Post
Could you tell me how I would set pi.Z = target.Z; to target.z +1 ???
Sure:

PHP Code:
                                    pi.target.1
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