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 Post subject: Issue with Build 334
PostPosted: Thu Jul 11, 2019 3:47 pm 
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Joined: 08/14/2003 22:06
Posts: 1754
Location: Sacramento California

tested on client 7.0.74.28 (alexandria) and on client 7.0.75.6 with the same error.

tested on 5.0.8.3 (pre aos freeshard) with no errors. (works like normal)

player111 thank you for helping me test this.

while running the exact same script on 2 separate clients. they begin and respond correctly for a second or two, then stop.

when trying to figure out the problem. we can pause and cycle line by line (f7) to see how it operates only on one script. when we attempt to cycle line by line on the second script, nothing happens. no line even highlights.

player111 made a quick video of the issue. the script should make 1 client follow the other. you will see it work for a quick second and stop, then you will see him attempting to cycle line by line thru the scripts.

https://youtu.be/YwHiyLokGKE


(you will see 4 scripts running. the first 2 are just generating global variables about the characters status they are workign fine, but they are not interacting with the client)

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Confusion Dungeon: The only dungeon designed and created by Nilmer.
Visit it on the official Easyuo Shard:
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 Post subject: Re: Issue with Build 334
PostPosted: Thu Jul 11, 2019 4:05 pm 
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Joined: 10/10/2003 16:36
Posts: 1422

My setup not the best for testing , not rebooted in weeks and out of date.

client 7.0.75.6 easyuo 1.6.0.33

The result reminds me of a gosub loop from an old script i made (was goto start out of a gosub instead of returning years ago)
also seen easyuo act similar when i left a bracket out of a script i made in the past.

The problem seems to only effect the move script (making it not respond after running a pass or 2).


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  ProfileShow poster's scripts in the public script library 
 Post subject: Re: Issue with Build 334
PostPosted: Thu Jul 11, 2019 4:29 pm 
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i tested my multi-client scripts with same builds , found no issues.

Move/global namespace vars work fine.
Here a video with everything working.

https://youtu.be/cD295_921lw


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  ProfileShow poster's scripts in the public script library 
 Post subject: Re: Issue with Build 334
PostPosted: Thu Jul 11, 2019 5:21 pm 
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Posts: 1422

Nilmer,

Dont know if it matters, but I noticed your script uses Persistent Variables. I have never used them before.

Quote:
Persistent Variables
Persistent variables in EasyUO are represented by an asterisk sign (*) followed by a variable name. In earlier versions of EasyUO, the variable names were limited to numbers between 1 to 1000 inclusive. Variable names can now be any valid variable name however, just as other types of variables.

Persistent variables are stored in the registry under the key HKEY_CURRENT_USER\Software\EasyUO and are therefore shared between any instance of EasyUO.

Persistent variables are visible to all scripts running on the same computer. Persistent variables are stored in the registry and are never cleared unless you clear them in a script or edit the registry manually.


Last edited by player111 on Thu Jul 11, 2019 5:26 pm, edited 1 time in total.

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  ProfileShow poster's scripts in the public script library 
 Post subject: Re: Issue with Build 334
PostPosted: Thu Jul 11, 2019 5:25 pm 
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Joined: 08/14/2003 22:06
Posts: 1754
Location: Sacramento California

That's how it communicates between scripts. Works perfectly fine on the older client I've been testing it on

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Confusion Dungeon: The only dungeon designed and created by Nilmer.
Visit it on the official Easyuo Shard:
http://www.easyuo.com/forum/viewtopic.php?t=12464

What I do Outside of uo:
http://www.isoawesome.com


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  ProfileShow poster's scripts in the public script library 
 Post subject: Re: Issue with Build 334
PostPosted: Thu Jul 11, 2019 5:29 pm 
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Joined: 10/10/2003 16:36
Posts: 1422

Makes since,

If it was my script i might change them to global namespace just to test because i dont understand the need for persistent ones.
(unless i just wanted to run a setup 1 time, and save the vars for future use)


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  ProfileShow poster's scripts in the public script library 
 Post subject: Re: Issue with Build 334
PostPosted: Fri Jul 12, 2019 7:30 pm 
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i got it to work alot longer before it froze move.txt, change 1 line to #lpc 1

Quote:
SET *MOVEID *MOVEID , #CHARID
set #lpc 1 ; --- changed to 1 (was 100 )
event macro 42 0
wait 1
event macro 32 0
wait 1
scanjournal #jindex


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  ProfileShow poster's scripts in the public script library 
 Post subject: Re: Issue with Build 334
PostPosted: Fri Jul 12, 2019 8:32 pm 
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Joined: 08/14/2003 22:06
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Location: Sacramento California

sounds like it lasts longer because it take longer to get to the spot where the error happens? 1 line per cycle is pretty slow lol

_________________
Confusion Dungeon: The only dungeon designed and created by Nilmer.
Visit it on the official Easyuo Shard:
http://www.easyuo.com/forum/viewtopic.php?t=12464

What I do Outside of uo:
http://www.isoawesome.com


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  ProfileShow poster's scripts in the public script library 
 Post subject: Re: Issue with Build 334
PostPosted: Fri Jul 12, 2019 9:17 pm 
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Joined: 10/10/2003 16:36
Posts: 1422

changed the lpc on all 3 scripts to 10.
Never crashed or froze. Killed lots in confusion.
I dont like confusion anymore because now fel rules and i get trapped by monsters.
Also your move does not like the confusion hidden passages. (slave gets lost)

added a lame heal (because im novice) sub to the move so i could stay alive.

Fun script, does not always seem to attack enemy tho.

Code:
  1.  
  2. sub heal
  3. if #charid = *one && %healtimer < #scnt
  4.      {
  5.       if *oneheal = 1 || *onecure = 1
  6.         {
  7.           finditem %aids ;-- really, no if findkind ?
  8.           set #lobjectid #findid
  9.           set #ltargetkind 0
  10.           event macro 17
  11.           wait 5
  12.           event macro 23
  13.  
  14.           set %healtimer #scnt + 6
  15.        }
  16.    }
  17.        
  18. if #charid = *two && %healtimer < #scnt
  19.     {
  20.     if *TWOcure = 1 || *TWOheal = 1
  21.        {
  22.        finditem %aids ;-- really, no if findkind ?
  23.        set #lobjectid #findid
  24.        set #ltargetkind 0
  25.        event macro 17
  26.        wait 5
  27.        event macro 23
  28.  
  29.        set %healtimer #scnt + 6
  30.        }
  31.    }
  32.  
  33. return
  34.  
  35.  


Last edited by player111 on Fri Jul 12, 2019 9:21 pm, edited 1 time in total.

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  ProfileShow poster's scripts in the public script library 
 Post subject: Re: Issue with Build 334
PostPosted: Fri Jul 12, 2019 9:19 pm 
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Joined: 08/14/2003 22:06
Posts: 1754
Location: Sacramento California

really?
how weird!
ill go experiment

_________________
Confusion Dungeon: The only dungeon designed and created by Nilmer.
Visit it on the official Easyuo Shard:
http://www.easyuo.com/forum/viewtopic.php?t=12464

What I do Outside of uo:
http://www.isoawesome.com


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  ProfileShow poster's scripts in the public script library 
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