UOGamers Community

This is a sample guest message. Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

  • To obtain new Razor updates, please reinstall Razor from our new website.

[SVN527] Prisoner Camps are not like OSI

Status
Not open for further replies.
[SVN527] Prisoner Camps are not like OSI

Type: OSI Discrepancy

Basic Description: Prisoner Camps are not like OSI

Way to experience: go in OSI and see! Or look at the screenshot (I beg psz to provide us a screenshot about)

Detailed Description:
Those camps should NOT have a cage, a key, and there are issues with the chest.
In RunUO, that camp is created by calling a "multi" included in the client, that includes a cage and, especially, a non-accessible chest.
To have an accesible chest in return (that should be a random dungeon chest, NOT a level 2 treasure chest!!), another one spawns on it, only a level higher (z + 1): this causes most of times items in the chest not to be picked up, unless the player steal them.

Links:
various threads in Demise and RunUO forums are covered by psz' rants about. Let's code to save his mental health!

Code:
none atm
Looks like protagonists of this bug are: in Scripts\Multis\Camps\:
- BaseCamp.cs
- OrcCamp.cs
- RatCamp.cs

A theory of mine about this is we can't do anything until scripts create camps by this line:
Code:
public RatCamp() : base( [COLOR=Red]0x1D4C[/COLOR] )
that code is the "multi" that returns the camp we know.
Would be good if at least we reach to turn that in something like: create these things:
Code:
AddComponent(new AddonComponent(0x0821), 0, 1, 0);
            AddComponent(new AddonComponent(0x0821), 0, 2, 0);
            AddComponent(new AddonComponent(0x0821), 1, 3, 0);
            AddComponent(new AddonComponent(0x0821), 1, 4, 0);
            AddComponent(new AddonComponent(0x0823), 1, 0, 0);
            AddComponent(new AddonComponent(0x1B1E), 1, 1, 0);
            AddComponent(new AddonComponent(0x1B7C), 1, 2, 0);
            AddComponent(new AddonComponent(0x0826), 1, 4, 0);
            AddComponent(new AddonComponent(0x0823), 2, 0, 0);
            AddComponent(new AddonComponent(0x0821), 2, 1, 0);
            AddComponent(new AddonComponent(0x0821), 2, 2, 0);
            AddComponent(new AddonComponent(0x0821), 2, 3, 0);
            AddComponent(new AddonComponent(0x0822), 2, 4, 0);
            AddComponent(new AddonComponent(0x0001), 3, 3, 0);
            AddComponent(new AddonComponent(0x1640), 4, 0, 0);
            AddComponent(new AddonComponent(0x0FAC), 4, 6, 0);
            AddComponent(new AddonComponent(0x0974), 4, 6, 0);
            AddComponent(new AddonComponent(0x0C10), 5, 3, 0);
            AddComponent(new AddonComponent(0x0B3C), 5, 4, 0);
            AddComponent(new AddonComponent(0x097D), 5, 4, 6);
            AddComponent(new AddonComponent(0x0B5C), 5, 5, 0);
            AddComponent(new AddonComponent(0x0E83), 6, 1, 0);
            AddComponent(new AddonComponent(0x0B5D), 6, 4, 0);
            AddComponent(new AddonComponent(0x1260), 7, 1, 0);
            AddComponent(new AddonComponent(0x0E7C), 7, 7, 0);
The matter is the AddComponent function is in Scripts\Items\Addons\BaseAddon.cs. If the class would be something like:
public class OrcCamp : BaseAddon

the idea above would be good, but the truth is:
Code:
public class OrcCamp : BaseCamp
That's the briefing. Let's prepare to make a huge mess... *ahem* overhaul to those scripts!
 

Gisela

Bug Hunter
Re: Prisoner Camps are not like OSI

So if spawners could be modified to include items like the deco and treasure chests, would that be an acceptable solution?
 

psz

Administrator
Re: Prisoner Camps are not like OSI

Gyspy and Brigand camps also have the same issue (wrong set up compared to OSI.)

Healer and Mage camps are accurate.



I would rather NOT futz with the spawner code if at all possible (other than to maybe add additional pages... That would be nice). I'd rather a new camp method, because otherwise the items for decoration would be randomly placed. You'd theoretically allow the chest to be in the fire with the prisoner standing in it :-P

When I get a chance I'll run to Ilsh or T2A to grab a screenshot (there are always a lot of spawns there). I can go to just south of the Trinsic Moongate to get a gypsy camp screenshot.


Correction: There are two types of Gypsy Camp, actually. The Mage/Healer Camp style one which we have, and the "wide open" style one I mentioned in reference to Trinsic.
 

psz

Administrator
Re: Prisoner Camps are not like OSI

Here's an example of the Brigand Camp.

Orc/Lizardman/Ratman camps are pretty much identical, except they also have those skulls on spikes as decoration (things like 0x420)
 

Attachments

  • brig-camp.jpg
    brig-camp.jpg
    213 KB · Views: 508

psz

Administrator
Re: Prisoner Camps are not like OSI

An example of a Lizardman Camp (Note the deco at the bottom)
 

Attachments

  • liz-camp.jpg
    liz-camp.jpg
    222.8 KB · Views: 499

Tempest

Knight
Re: Prisoner Camps are not like OSI

Hmm, is there a way of editing the multis Demise uses for prisoners? Like making the cage around them invisible to players and making them technically "not-exist" so players can walk through them?
 

Nikki_Demise

Bug Hunter
Re: Prisoner Camps are not like OSI

Hyphy Train;561808 said:
Hmm, is there a way of editing the multis Demise uses for prisoners? Like making the cage around them invisible to players and making them technically "not-exist" so players can walk through them?

Editing the multi would require everyone to download updated client files.(would also break OSI patching)
 

Tempest

Knight
Re: Prisoner Camps are not like OSI

Nikki_Demise;561809 said:
Editing the multi would require everyone to download updated client files.(would also break OSI patching)

Hmm, fair enough. I`m not sure then. I don`t really get why our prisoner camps are different from OSI`s if they`re the same?
 

psz

Administrator
Re: Prisoner Camps are not like OSI

I think OSI either used to use those multis or (like many things in the client) had the multis there, and someone realised using them would work for a Quick Script.

Regardless, the fact remains: RunUO camps don't look or work like OSIs.
 

LadyCrimson

Wanderer
Re: Prisoner Camps are not like OSI

Ya know... I'm ok with the cage provided the chests are fixed so you don't have to steal the key out.

just a thought :)

Cage makes more sense than a free standing person screaming "help me get out"
 

psz

Administrator
Re: Prisoner Camps are not like OSI

The idea is/was that the prisoner is bound. I *THINK* (I'll have to look it up) that one of the things they yell out is along the lines of "Untie me" or something.

Found it:

CLILOC 502268
Quickly, I beg thee! Unlock my chains! If thou dost look at me close thou canst see them.

CLILOC 502269 is
*The chains are open.*

This is done by double clicking the prisoner.

502261 - 502268 are all the things that they yell.
 

Gisela

Bug Hunter
Re: Prisoner Camps are not like OSI

Are the camps in static locations on OSI? If so maybe they can just be custom regions for runuo.

Likey -

<region type = "CampRegion">
<spawning "chest" "Noble" "OrcMage" "skull" > </etc>
 

psz

Administrator
Re: Prisoner Camps are not like OSI

Nope. They spawn.

There may be no camp one day, and two the next. Depending on the area, it might be brigands this time and orcs the next.

It might be Gypsy (non-vendor) today and Lizardmen tomorow.
 

Xavier

Account Terminated
Re: [IN DEVELOPMENT] Prisoner Camps are not like OSI

One big problem with the cages is they trap players. And, they can block areas that shouldnt be blocked.

On the other end of the spectrum, the global camp spawners could use a check for housing regions so we do not have to get these out of people's houses anymore
 

psz

Administrator
Re: [IN DEVELOPMENT] Prisoner Camps are not like OSI

Again, on OSI the cage issue ISN'T an issue because there is no cage.

Also, since the deco is just two or three pieces (usually standards and a campfire and chest), they don't typically get stuck in houses on OSI.
 

LadyCrimson

Wanderer
Re: [IN DEVELOPMENT] Prisoner Camps are not like OSI

OK - so for these camps....

1. Have we decided leaving the cage is fine?

if so -
2. Would the fix simply be made so that the items in the chest are NOT stealable so people can grab the key and let the prisoner out and complete the escort?

If we agree with this, then at least this report gets some direction rather than just sitting.
 

Xavier

Account Terminated
Re: [IN DEVELOPMENT] Prisoner Camps are not like OSI

I just had to get a cage out of someones house again a few days ago ....
 

Athena

Account Terminated
Re: [IN DEVELOPMENT] Prisoner Camps are not like OSI

Same here, I had one a couple of weeks ago, I think cage should go .. after all that is how it is on OSI.
 

psz

Administrator
Re: [IN DEVELOPMENT] Prisoner Camps are not like OSI

No, we never decided cages are fine. Cages are the MAIN reason I hate our camps.

Flat out, our camps are totally broken BECAUSE they require the multi and the cage. (The stealable-only would also benifit from not being stuck "under" a static chest created by the multi)

There needs to be a non-Multi method of creating camps.
 

LadyCrimson

Wanderer
Re: [IN DEVELOPMENT] Prisoner Camps are not like OSI

OK - so fix needed is:

1. Remove cage from the spawning camps
2. Make items in chest NOT stealable (just able to pick them up)

IE
Fix the whole darn camp from start to finish

:)
 
Status
Not open for further replies.
Top