|
||
|
|||||||
| 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. |
![]() |
|
|
Thread Tools | Display Modes |
|
|
#1 (permalink) |
|
Forum Novice
Join Date: Jun 2003
Location: Brazil
Age: 30
Posts: 951
|
Summary:
"StaticExport" is a command to export your custom decoration inside a bound box to a file .cfg like. Changes v2.0 (29-Aug-2009): - fixed an issue when copying teleporters: if there is no map destination, it would crash the server; - fixed LocalizedSigns; - added exception for InternalItem as for AddonComponent; Changes v1.9 (05-Jul-2009): - now Exporter recognizes RunUO Spawners (creatures, range and count) and BaseBevarage (content); - know issue, not fixed yet: doors not works well; Changes v1.8 (03-Jul-2009): - hard code improvement: now it will better organize the configuration file. If more then one item has the same ItemID and properties (like Hue and Name) all them will be placed together in the configuration file. Changes v1.7 (02-Jul-2009): - code improvement: now it recognizes addons and other constructable items; - recognize custom Names and Hues too; Changes v1.6: - Zardoz's changes added (target); Changes v1.5: - updated to RunUO 2.0 Changes v1.4: - "possible mistaken null statement" fixed; Changes v1.3: - Keyword teleporter are now extracted with coordinates, target map, target destination an keyword; Changes v1.2: - Moongates are now exported with coordinates, target map and target destination; - Items Hue are now exported too; Changes v1.1: - Teleporters are now exported with coordinates, map definitions and point destination; Installation: 1) Download StaticExport.cs 2) Paste in Customs folder Usage: 1) [staex filename 2) The file will be saved in "c:\RunUO\Export" folder, with name "filename.cfg". 3) Now you can cut/paste your decoration file to the /Data/Decoration/"facet you want" folder and use [decorate in-game and your decoration files will be loaded with RunUO decorations too.
__________________
RPG, GURPS, Fuzion, FUDGE, MERP, Battletech, Wargames Brazillian Portuguese Blog - Nerun's Haven Last edited by nerun; 11-15-2009 at 06:42 PM. Reason: new release |
|
|
|
|
|
#4 (permalink) |
|
Lurker
Join Date: May 2009
Location: Virginia
Age: 33
Posts: 8
|
Great program Nerun! You're the best.
Just one problem that I noticed with using the Static Exporter. When copying teleporters, if the teleporters do not have a map destination, it will crash the server on the [Decroate command. Example: I created an area to use for a Halloween Fun Area and I had several teleporters set up. While creating the teleporters, I was lazy and didn't put the map destinations in, just the coords. After exporting the area to the cfg file and then testing it by using the decorate command, the server crashed. After investigating the .cfg file, I found this... Code:
Teleporter 7107 (PointDest=(5460, 499, 0); MapDestination=) 5462 497 0 Teleporter 7107 (PointDest=(5443, 499, 0); MapDestination=) 5453 502 0 Teleporter 7107 (PointDest=(5480, 499, 0); MapDestination=) 5476 495 0 Code:
System.Exception: Invalid map name at Server.Map.Parse(String value) at Server.Commands.DecorationList.Construct() at Server.Commands.DecorationList.Generate(Map[] maps) at Server.Commands.Decorate.Generate(String folder, Map[] maps) at Server.Commands.Decorate.Decorate_OnCommand(CommandEventArgs e) at Server.Commands.CommandSystem.Handle(Mobile from, String text, MessageType type) at Server.Mobile.DoSpeech(String text, Int32[] keywords, MessageType type, Int32 hue) at Server.Mobiles.PlayerMobile.DoSpeech(String text, Int32[] keywords, MessageType type, Int32 hue) at Server.Network.PacketHandlers.UnicodeSpeech(NetState state, PacketReader pvSrc) at Server.Network.MessagePump.HandleReceive(NetState ns) at Server.Network.MessagePump.Slice() at Server.Core.Main(String[] args) Code:
Teleporter 7107 (PointDest=(5460, 499, 0); MapDestination=0) 5462 497 0 Teleporter 7107 (PointDest=(5443, 499, 0); MapDestination=0) 5453 502 0 Teleporter 7107 (PointDest=(5480, 499, 0); MapDestination=0) 5476 495 0 I have a test server and this will greatly help copying decorations and other files over. I just wanted to share my experience. I wouldn't know where to look to correct this in the .cs file, but if you update it, I'll make sure to download the new version. Thanks again! |
|
|
|
|
|
#6 (permalink) |
|
Lurker
Join Date: May 2009
Location: Virginia
Age: 33
Posts: 8
|
If you left out having to put the Map Destination on teleporters or setting it to 'null', I wonder if that would work?
The way I'm thinking is if no map destination is stated on in the props, it defaults to current map. Moongates however don't work this way, I'm sure they do need a map destination to work, even on current map. Again, thanks Nerun for your awesome scripts! |
|
|
|
![]() |
| Bookmarks |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
| Display Modes | |
|
|