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  #721  
Old 10-28-2010, 09:12 PM
MrOmega MrOmega is offline
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onActionSProjectile seems to not be registering all the time... and when it does params[ 0] and params[ 1] are nullified.
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  #722  
Old 10-29-2010, 12:29 AM
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Originally Posted by MrOmega View Post
onActionSProjectile seems to not be registering all the time... and when it does params[ 0] and params[ 1] are nullified.
Isn't that server-side?
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  #723  
Old 10-29-2010, 04:43 AM
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Quote:
Originally Posted by Stefan View Post
Isn't that server-side?
Yes, is that normal behavior?
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  #724  
Old 10-29-2010, 12:33 PM
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Originally Posted by MrOmega View Post
Yes, is that normal behavior?
Well I would say it doesn't have anything to do with v6, and when used correctly then the server-side projectiles should also work fine.
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  #725  
Old 10-29-2010, 07:28 PM
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Quote:
Originally Posted by Stefan View Post
Well I would say it doesn't have anything to do with v6, and when used correctly then the server-side projectiles should also work fine.
Hm, understood, but params[ 0] and params[ 1] work fine in a classs script but not in a normal NPC in v6 and "sometimes" works in v5. I'll review my script.
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  #726  
Old 10-29-2010, 07:32 PM
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Quote:
Originally Posted by MrOmega View Post
Hm, understood, but params[ 0] and params[ 1] work fine in a classs script but not in a normal NPC in v6 and "sometimes" works in v5. I'll review my script.
You should include a working demo script displaying the problem when you report a bug.
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  #727  
Old 10-29-2010, 07:35 PM
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Quote:
Originally Posted by fowlplay4 View Post
You should include a working demo script displaying the problem when you report a bug.
well it's just generally shoot() with setshootparams() before it.
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  #728  
Old 10-29-2010, 11:35 PM
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I am unable to see npcs I use on the overworld (bombs), it could just be UN though.
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  #729  
Old 10-30-2010, 07:35 PM
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resolved my issue with projectiles, seems that when you call onActionSProjectile again in a different script it doesnt return params[ 0] and params[ 1].
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  #730  
Old 11-02-2010, 01:49 PM
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on Graal Kingdoms, you can't see any text, inventory, chat etc.

is this just happening on there or is it the client?
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  #731  
Old 11-03-2010, 08:52 PM
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Exclamation Graal v6 error

Graal has stopped working.
Windows is looking after a solution on the problem.

I get that when i try to open Graal v6.
Does anybody else get it? Or is it just me?
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  #732  
Old 11-03-2010, 11:37 PM
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Quote:
Originally Posted by joel34 View Post
Graal has stopped working.
Windows is looking after a solution on the problem.

I get that when i try to open Graal v6.
Does anybody else get it? Or is it just me?
You should really be using http://forums.graalonline.com/forums...hp?t=134257598

Also, that really doesn't provide any useful information. I got that you use Windows but what Windows? XP,Vista,Windows 7, 3.11? 32/64bit? Service Packs?

Provide details of your hardware and verify if your drivers up to date.

Also check your game_console.log for any useful indications.

Theres alot of details you will need to provide before anyone could even begin to diagnose...
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  #733  
Old 11-05-2010, 11:05 AM
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Quote:
Originally Posted by Twinny View Post
You should really be using http://forums.graalonline.com/forums...hp?t=134257598

Also, that really doesn't provide any useful information. I got that you use Windows but what Windows? XP,Vista,Windows 7, 3.11? 32/64bit?
Windows vista, 32-bit.

And to Stefan, Yes i downloaded it yesterday.
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  #734  
Old 11-05-2010, 11:16 AM
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Quote:
Originally Posted by joel34 View Post
Windows vista, 32-bit.

And to Stefan, Yes i downloaded it yesterday.
I got this while attempting to run it on Vista 32 bit in XP compatibility mode which was a relic from V5, worked once I set it to run normally.
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  #735  
Old 11-05-2010, 06:35 PM
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This is an old bug which exists for far too long. When the player dies (default systems), images on layers 4 and above seem to simply disappear or get destroyed or something else I can't think of, forcing us coders to recreate them when the player dies.

Fun fact: To try this, I echoed the image's x position upon death (onPlayerDies). It should've been 9, but returned 30.5 on v5, and 31 on v6. Strange stuff happens there.
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