Search found 112 matches
- Sat Apr 06, 2013 10:27 am
- Forum: Contributing
- Topic: My port of the project many things.
- Replies: 55
- Views: 45314
Re: My port of the project many things.
oke nice work compmike, i will check your work and will add my weapons to it once they are fully done, i need the additional mods also so i can see what i can do about that and will update it on your patch oke, so tjhey have a full package's when they take on contributions again, and i think its bet...
- Fri Apr 05, 2013 6:31 am
- Forum: Committed
- Topic: Cyclone WS needs to be AOE
- Replies: 3
- Views: 3671
Re: Cyclone WS needs to be AOE
whitevamp i will try this on my server oke
so you can test it out yourself also haha
let me know when you can come on irc so we can talk oke (fantasyworld channel)
greetings michael
talk to you soon, so we can run trough more things if you want
so you can test it out yourself also haha
let me know when you can come on irc so we can talk oke (fantasyworld channel)
greetings michael
talk to you soon, so we can run trough more things if you want
- Thu Apr 04, 2013 9:07 am
- Forum: Contributing
- Topic: DATABASE:Mobs/ North Gustaberg (S) & Beaucedine Glacier (S)
- Replies: 0
- Views: 3278
DATABASE:Mobs/ North Gustaberg (S) & Beaucedine Glacier (S)
oke since i saw gedads had his work for the (S) Zone's already in the new rev , i will give my work on the 2 (S) zone's also so we can speed things up, i saw in the rev xarcabard S was filled but i dont see any pos for them in the new sql, so i will get those pos from retail also, i didnt add the ev...
- Sun Mar 03, 2013 6:53 am
- Forum: Scripting
- Topic: mission 1-3 san fix / hut door script was way off!!
- Replies: 0
- Views: 1864
mission 1-3 san fix / hut door script was way off!!
the hole script was out of order, dont think the maker used note++ cause not one commands was lined up normally cleaned it up so it works, it was tested because the old script sended the player back to an empty battlefield and didnt set there mission var to 4. so the guard wont end the mission greet...
- Thu Jan 10, 2013 4:58 pm
- Forum: Contributing
- Topic: pandemonium warden fixed
- Replies: 4
- Views: 3663
Re: pandemonium warden fixed
i will use his other mob id to let it spawn between forms and to end with his final form,and to let it change model. the lua on the ??? may have to change on mob id but i will look into that some more and will share the complete warden when im done, and i will add the lamps that goes with it also. e...
- Thu Jan 10, 2013 12:18 pm
- Forum: Contributing
- Topic: pandemonium warden fixed
- Replies: 4
- Views: 3663
Re: pandemonium warden fixed
im looking on how to let it change models like it normally does (transforms)
i think it can be aded to lua to let it change model after an certain move or time
will commit it when i know what it is
greetings michael
i think it can be aded to lua to let it change model after an certain move or time
will commit it when i know what it is
greetings michael
- Thu Jan 10, 2013 12:12 pm
- Forum: Contributing
- Topic: pandemonium warden fixed
- Replies: 4
- Views: 3663
pandemonium warden fixed
i fixed pandemonium warden so it will spawn where it needs to spawn, i needed to at a lua for qm2 also (???) so it would spawn warden when traded the pandemonium key ??? had his pos already the warden didnt: the pos on the warden are: INSERT INTO `mob_spawn_points` VALUES (17056168,'Pandemonium_Ward...
- Thu Jan 10, 2013 11:28 am
- Forum: Contributing
- Topic: All Mob LUAs
- Replies: 6
- Views: 5202
Re: All Mob LUAs
i will put all the lua's in my server and we will screw around withh and will let you know how they work.
all mobs can use lua's only some need some parts.
thanx on all your work on this im adding all mobs to the project so this wil come in hand
greetings michael
all mobs can use lua's only some need some parts.
thanx on all your work on this im adding all mobs to the project so this wil come in hand
greetings michael
- Thu Jan 03, 2013 8:49 pm
- Forum: Troubleshooting
- Topic: how to make a new mob spawnpoint and rules on id's in sql's
- Replies: 6
- Views: 4648
Re: how to make a new mob spawnpoint and rules on id's in sq
yes i learned alot today :) i spawned angler tiger in abyssea and it has his own name :) i found his id and put it in and gave it his model id :) i only need a way to find all pos from retail and i will fill in all mobs for the project :) its easy when you know what you have to do haha. it look over...
- Thu Jan 03, 2013 7:49 am
- Forum: Troubleshooting
- Topic: how to make a new mob spawnpoint and rules on id's in sql's
- Replies: 6
- Views: 4648
Re: how to make a new mob spawnpoint and rules on id's in sq
thanx on your info blue :) most i already tested and noticed myself :) and the id's are unique so i have to look that up thats np now and i will fill in any missing mob or the mobs with the wrong model, thats easy and im working on that now, only thing what i needed to know where the rules on making...