i'm playing with the race system and it seems that both AID and ENEMY races are treated as enemy races.
here it's my dfn file for races (races.dfn)
http://pastebin.com/f74de760c
[FIXED] race system RACIALAID bug
see, i was seeing here, when i login and set my race, i got working the RACIALAID (the RACIALAID races players are with blue name), and when I re-login, the RACIALAID names of the RACIALAID chars become orange.
the races.dfn file is the same i've posted earlier.
i'm using the version you've said to me to download.
the races.dfn file is the same i've posted earlier.
i'm using the version you've said to me to download.
- Xuri
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Ok, just did a little testing using the following setup:
I setup three "racegates" using the following template:
I used two clients to test with, and spent a while running through the various gates with both characters, testing out different scenarios.
From my test-setup, the RACIALAID and RACIALENEMY settings seem to be working, though there is an update-issue.
A character (A) going through a race-gate will not have other characters (B & C) around him updated with the correct name/highlight-color if they're visible on the same screen. Not until character A (or B & C) runs away and comes back will he (A) see the effect his race-change has on others. Anyone standing around idly watching character A going through the race gate, will immediately see his (A) updated highlight/name-color after he's (A) gone through the gate.
This seems to be fixable by adding a at the end of void cRaces::gate( CChar *s, RACEID x, bool always ), but that causes another issue - the static effect that plays when the character has gone through the gate will be "overwritten" by the teleport and thus not display at all.
Another issue I found was that members of the same race show up as blue to eachother, when I suspect they should be green (same as allies). That one is fixable by setting a race as RACIALAID to itself, though.
Code: Select all
[RACE 1]
{
NAME=Orc
PLAYERRACE=1
RACIALAID=2
RACIALENEMY=3
}
[RACE 2]
{
NAME=Ratman
PLAYERRACE=1
RACIALAID=1
}
[RACE 3]
{
NAME=Gargoyle
PLAYERRACE=1
RACIALENEMY=1
RACIALAID=3
}Code: Select all
'ADD 0x0dda
'DYE <random colour>
'SET TYPE 83
'SET MOREX <race-id>
'SET MOREY 1From my test-setup, the RACIALAID and RACIALENEMY settings seem to be working, though there is an update-issue.
A character (A) going through a race-gate will not have other characters (B & C) around him updated with the correct name/highlight-color if they're visible on the same screen. Not until character A (or B & C) runs away and comes back will he (A) see the effect his race-change has on others. Anyone standing around idly watching character A going through the race gate, will immediately see his (A) updated highlight/name-color after he's (A) gone through the gate.
This seems to be fixable by adding a
Code: Select all
s->Teleport();Another issue I found was that members of the same race show up as blue to eachother, when I suspect they should be green (same as allies). That one is fixable by setting a race as RACIALAID to itself, though.
-= Ho Eyo He Hum =-