trigger update party list
#1
Posté 27 décembre 2010 - 05:30
does anyone know if it is possible to trigger an update on the party list?
#2
Posté 27 décembre 2010 - 06:13
Are you asking if it is possible to add/remove players from a party via script?
// Add oPC to oPartyLeader's party. This will only work on two PCs.
// - oPC: player to add to a party
// - oPartyLeader: player already in the party
void AddToParty(object oPC, object oPartyLeader)
// Remove oPC from their current party. This will only work on a PC.
// - oPC: removes this player from whatever party they're currently in.
void RemoveFromParty(object oPC)
#3
Posté 27 décembre 2010 - 06:25
Lightfoot8 wrote...
I Am not sure what you are asking ?
Are you asking if it is possible to add/remove players from a party via script?// Add oPC to oPartyLeader's party. This will only work on two PCs.
// - oPC: player to add to a party
// - oPartyLeader: player already in the party
void AddToParty(object oPC, object oPartyLeader)// Remove oPC from their current party. This will only work on a PC.
// - oPC: removes this player from whatever party they're currently in.
void RemoveFromParty(object oPC)
Nope, my question was about solving one of the (sometimes) nasty side-effects of the AddToParty method.
Sometimes, the player's image stays black & hitpoints show up as 0/0 to the already existing members in the party. After a while this goes away (when the game engine triggers a refresh of the party list).
I was wondering if there was a way to "trigger" such a refresh.
#4
Posté 27 décembre 2010 - 08:08
#5
Posté 27 décembre 2010 - 08:24
#6
Posté 27 décembre 2010 - 10:52
Does it appear this way to all party members?
Or does it appear that way to just some of the party members.
The reason I ask is that it sounds like a network bandwith porblem to me.
Or another Low priority problem like the game clock has.
if either of the two guess above are correct, The only thing I could see helping is to Optmize the module. Fixing ineffecent scripts ect....
@ShaDoOoW: Do you hae any Idea as to the cause of the problem?
Modifié par Lightfoot8, 27 décembre 2010 - 10:53 .
#7
Posté 28 décembre 2010 - 12:25
Funky
Modifié par FunkySwerve, 28 décembre 2010 - 12:28 .
#8
Posté 28 décembre 2010 - 12:51
Just happens.
#9
Posté 28 décembre 2010 - 01:21
Nope, probably its client side as TSMDude suggests. I only saw this issue at pvp servers like BoW, anywhere else player can reenter party by his will.Lightfoot8 wrote...
@ShaDoOoW: Do you hae any Idea as to the cause of the problem?
Modifié par ShaDoOoW, 28 décembre 2010 - 01:37 .
#10
Posté 28 décembre 2010 - 01:59
#11
Posté 28 décembre 2010 - 05:44
- I will check if it occurs for everyone, since i'm not 100% sure about that. (Althought I faintly remember it is not the case).
- I like the idea of dealing 1 hp dmg and then healing one after that, will try it out
#12
Posté 28 décembre 2010 - 07:06
Gollem9 wrote...
Heyas all for the updates
- I will check if it occurs for everyone, since i'm not 100% sure about that. (Althought I faintly remember it is not the case).
- I like the idea of dealing 1 hp dmg and then healing one after that, will try it out
Back when I experienced this issue, damaging/healing didn't seem to update the icons properly. This used to be frustrating as I often couldn't tell if party members needed healing or not and holding down the TAB key highlighted friend and foe alike and was worthless when melee brought a mob of NPCs into attack range of PCs.
#13
Posté 30 décembre 2010 - 11:30





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