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Old 06-10-2004, 07:39 PM   #1 (permalink)
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Default Ultimate Hider

Summary:
It's a hiding ball that you can set the effect id, hue, sound, and message in game.

Description:
You will need to [props the ball and set the properties.
Properties are:

UnHide Effect ID
UnHide Effect Hue
UnHide Effect Duration
UnHide Effect Render Mode
Hide Effect ID
Hide Effect Hue
Hide Effect Duration
Hide Effect Render Mode
UnHide Sound
Hide Sound
UnHide Saying
Hide Saying
Area Effect
UnHide Delay

The names explain what each does.
Render Mode is the basicly the level of transparency (1 - 7)
Area Effect makes the effects appear around you 2 spaces away, covering 16 tiles al together.

I know it's a simple script, but I am bored.

Installation:
Just stick it in your Custom Scripts folder.
Attached Files
File Type: zip UltimateHider.zip (1.9 KB, 1285 views)
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Old 06-10-2004, 07:45 PM   #2 (permalink)
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Nifty, thanks
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Old 06-11-2004, 12:53 AM   #3 (permalink)
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Hey Raelis,

It's funny that you posted this script when you did, my team was just inquiring about our scripter writing a hider that was customizable exactly like yours. Very nice job, however I should bring to your attention one very important bug.

Your hiders, like the original, suffer from the fact that the effects are applied to the player, so when they hide, the effects and text hide with them. As a GM, you can't see this, but anyone with privledges lower than yours will notice this problem...and since this script is all about "image" ...it kinda defeats the purpose if your players can't see the effects.

I am not a very good scripter (mediocre at best) but you should check out the "GMHidingStone" script that was posted here not long ago. It uses another method for the effects, and as a result, avoids the problems that are prevalent in all the other hiding scripts I've seen.

Overall, great idea!
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Old 06-12-2004, 07:30 PM   #4 (permalink)
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Quote:
Originally Posted by Knightshade
Hey Raelis,

It's funny that you posted this script when you did, my team was just inquiring about our scripter writing a hider that was customizable exactly like yours. Very nice job, however I should bring to your attention one very important bug.

Your hiders, like the original, suffer from the fact that the effects are applied to the player, so when they hide, the effects and text hide with them. As a GM, you can't see this, but anyone with privledges lower than yours will notice this problem...and since this script is all about "image" ...it kinda defeats the purpose if your players can't see the effects.

I am not a very good scripter (mediocre at best) but you should check out the "GMHidingStone" script that was posted here not long ago. It uses another method for the effects, and as a result, avoids the problems that are prevalent in all the other hiding scripts I've seen.

Overall, great idea!
Thanks for pointing that out to me, I didn't really think of that. But it's fixed and also a few things were added: Effect Duration and Effect Render Mode.

I hope it's better!
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Old 06-14-2004, 11:43 AM   #5 (permalink)
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I added another property to the ball, it's a true/false prperty called AreaEffect. If it is false, there will only be one effect wherever you stood when you d-clicked the ball, if it is true, then it will make the effect 2 spaces around you on all sides, covering 16 tiles all together.
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Old 06-14-2004, 03:22 PM   #6 (permalink)
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Tested it out, works much better now! Great job!
Just one thing...I can't seem to find the area effect property. It doesn't appear to be in the list anywhere.

Another idea I had, which could be very useful, is a delay property for when you unhide. This would be really useful for moongate summoning type effects. It would allow the animation to fully play (moongate summons, and takes full form) before you become visible. Just an idea!
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Old 06-14-2004, 03:23 PM   #7 (permalink)
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Quote:
Originally Posted by Knightshade
Tested it out, works much better now! Great job!
Just one thing...I can't seem to find the area effect property. It doesn't appear to be in the list anywhere.

Hmm, i'll repost it now
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Old 06-14-2004, 03:24 PM   #8 (permalink)
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wow quick reply!
I just edited my previous post with an idea *points up*
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Old 06-14-2004, 03:26 PM   #9 (permalink)
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k, i'll do another property so u can check it to have a pause period
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Old 06-14-2004, 03:27 PM   #10 (permalink)
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another idea I had which would be useful...is the ability to have more than one effect for unhiding and hiding.

This would be useful for layering effects like one or two of the other hiders have. Such as a lightning bolt combined with a flamestrike or similar effect.
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Old 06-14-2004, 03:30 PM   #11 (permalink)
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Quote:
Originally Posted by Knightshade
another idea I had which would be useful...is the ability to have more than one effect for unhiding and hiding.

This would be useful for layering effects like one or two of the other hiders have. Such as a lightning bolt combined with a flamestrike or similar effect.
well, that might cause for too many properties, as there are already quite a few
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Old 06-14-2004, 03:31 PM   #12 (permalink)
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You're going to hate me. lol
My GM and I are sitting here talking about this as I'm posting these ideas. He suggested the ability to have the effect act as a light source, for appearing in the darker areas of the world...makes the effect more impressive when you can actually see it at night.

You've really done a great job with this script, I'm very impressed!
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Old 06-14-2004, 03:35 PM   #13 (permalink)
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Quote:
Originally Posted by Knightshade
You're going to hate me. lol
My GM and I are sitting here talking about this as I'm posting these ideas. He suggested the ability to have the effect act as a light source, for appearing in the darker areas of the world...makes the effect more impressive when you can actually see it at night.

You've really done a great job with this script, I'm very impressed!

heh, well, i just posted the new one with the unhide delay, i'll go try the light source now
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Old 06-14-2004, 03:42 PM   #14 (permalink)
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Quote:
Originally Posted by Raelis
heh, well, i just posted the new one with the unhide delay, i'll go try the light source now
Sounds good! I think adding that effect will really make a big difference. Plus it sets your hider apart from all the others in yet another way. I am impressed with how much attention to detail you've been willing to put into this script. I am beginning to think it will live up to its name. Nice work!
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Old 06-14-2004, 03:51 PM   #15 (permalink)
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Well crap, I can't get it to work,
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Old 06-14-2004, 04:08 PM   #16 (permalink)
 
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I'm the one who fed the lightsource idea to Knightshade.

I dunno what you're thinking of, but this was my initial idea. There's an object in UO that doesn't have any art except for the lightsource, and it appropriately called "lightsource" and has causes a lot of frustrating to builders in the past.

I was thinking if you could stop the object from advancing the animation, make it into a third effect that automatically places itself in the Hide and Unhide using the same delay as the effect for either.

as for the light area property, either that would be coded in the script, or we'd have to create a custom lightsource object to be called from RunUO...or have the lightsource object use the light area property set in the hideball's default properties. I believe every object has light properties even if it doesn't use them for anything.
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Old 06-14-2004, 04:14 PM   #17 (permalink)
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Quote:
Originally Posted by Gaal
I'm the one who fed the lightsource idea to Knightshade.

I dunno what you're thinking of, but this was my initial idea. There's an object in UO that doesn't have any art except for the lightsource, and it appropriately called "lightsource" and has causes a lot of frustrating to builders in the past.

I was thinking if you could stop the object from advancing the animation, make it into a third effect that automatically places itself in the Hide and Unhide using the same delay as the effect for either.

as for the light area property, either that would be coded in the script, or we'd have to create a custom lightsource object to be called from RunUO...or have the lightsource object use the light area property set in the hideball's default properties. I believe every object has light properties even if it doesn't use them for anything.

Yes, i know, i could add that, but, it looks like crap
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Old 06-14-2004, 04:17 PM   #18 (permalink)
 
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but is the crap glowing? glowing crap is better than no crap at all, I would say

oh well
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Old 06-27-2004, 06:57 PM   #19 (permalink)
 
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Just curious. I know there are probably hundreds of the different sounds, effects, etc. that can be set on the ball, but has anyone compiled a list of what they actually ARE? Or does anyone know a way to check them, particularly the effects, without having to re-use the ball everytime you change it? I'm sure I could probably do this hundreds of times myself, but I was just wondering if anyone else had already.
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Old 06-27-2004, 07:06 PM   #20 (permalink)
 
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Default I get the following error after installing:

Scripts: Compiling C# scripts...failed (1 errors, 1 warnings)
- Error: Scripts\Custom\UltimateHider\UltimateHider.cs: CS0117: (line 185, colu
mn 5) 'Server.Item' does not contain a definition for 'PlaySound'
- Warning: Scripts\Engines\Quests\Core\Items\EnchantedSextant .cs: CS0162: (line
98, column 4) Unreachable code detected
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.


Well, the second error always likes to show up whenever I have an error, but as soon as the first ones fixed the enchantedsextant error goes away lol. Any suggestions?
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Old 06-27-2004, 08:24 PM   #21 (permalink)
 
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I am currently having the same error as above.. except for the enchanted sextant part lol
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Old 06-27-2004, 09:42 PM   #22 (permalink)
 
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same here
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Old 06-27-2004, 11:35 PM   #23 (permalink)
 
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To fix the PlaySound error...just change:
Code:
item.PlaySound
to:
Code:
from.PlaySound
Should work fine...
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Old 06-28-2004, 05:10 PM   #24 (permalink)
 
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Ok thank you, that did it.
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Old 06-28-2004, 05:21 PM   #25 (permalink)
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Quote:
Originally Posted by Iniquus
Just curious. I know there are probably hundreds of the different sounds, effects, etc. that can be set on the ball, but has anyone compiled a list of what they actually ARE? Or does anyone know a way to check them, particularly the effects, without having to re-use the ball everytime you change it? I'm sure I could probably do this hundreds of times myself, but I was just wondering if anyone else had already.
InsideUO lists all of the available sounds by name and lets you play them.
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