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[SVN527] Prisoner Camps are not like OSI

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uome

Bug Hunter
Re: [TESTING] Prisoner Camps are not like OSI

I have just been using them on a normal spawner.
 

atdp

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

Two pictures to confirm the kind of garbage at center. Its 0x10ee
 

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atdp

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

Some pictures for 3 lizardmen camps. 3 for the first, 2 for the second 1 for the third.
Notice the positions of the lizardmen, the chests, the cauldron and the gruesome stand wth respect to the garbage at the center. They are always the same.
 

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atdp

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

Pictures for 4 brigand camps. The last had just appeared.
Again the positions of the various parts with respect to the center is always the same.
 

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atdp

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

Some stuff i noticed:
1) the prisoner is not always present
2) the camps disapear automatically after 5 minutes
3) when the camps disappear the prisoner does not (and keeps asking for help)
4) the chests/crates/barell are dungeon chests (never chests form treasure maps)
 

atdp

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

Lil update to "fix" the disappearing fire pit. Also the Z coordinates are be computed so that objects should not get underground.
File BaseCamp.cs contains an implementation of class LockableBarrel since it seems to have disappeared (?) , but this hack is only temporary.
 

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  • campsv12_2_for513.patch
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psz

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

1) the prisoner is not always present

There are three types of camps on OSI:


"Vendor" camps (Gypsies around a firepit, the Mage/Healer/Gypsy camps with carrage, etc)

"Enemy" camps (Brigand camps described previously, and the like"

"Prisoner" camps (Similar to the "Enemy" camps, but with, well... Prisoners :-P)


RunUO handles most of the Vendor camps properly (The Gypsy with Firepit is missing, though)

"Enemy" camps aren't in RunUO at all

"Prisoner" camps are, of course, completely wrong in RunUO (hence this thread)


I figured once the Prisoner camps were coded, it'd be easy enough to make a new thread for the "Enemy" camps.

3) when the camps disappear the prisoner does not (and keeps asking for help)

OSI bug. The prisoner should disappear with the camp (Unless he's been rescued, of course)
 

atdp

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

The picture shows the position of the objects in a ratman camp.
Ratman camp contain only normal ratmen, no mages or archers.
Now i need to find some orc camp.
 

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psz

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

There USED to be a fairly regular set of Orc Camps near the Orc Caves in Fel (Never checked Tram).


*NO* idea if they're still spawning, though.
 

atdp

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

Three pictures for orc camps to show the disposition of the objects
Orc camps have 3 normal orc plus an Orc Captain
 

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atdp

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

New patch that implements what reported in the previous posts.
The camps disappear after 5 minutes (minus the prisoner _if_ you are escorting him)
Content of chests has not changed.
 

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  • campsv12_3_for517.patch
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uome

Bug Hunter
Re: [TESTING] Prisoner Camps are not like OSI

Tested all i can think of and this looks good except one small thing. I'm not getting any camps with barrels.

Should these lines be, switch (Utility.Random(4))
instead of:
Code:
            switch (Utility.Random(3))
            {
                case 0: crates = new SmallCrate(); break;
                case 1: crates = new MediumCrate(); break;
                case 2: crates = new LargeCrate(); break;
                case 3: crates = new LockableBarrel(); break;
            }
I have checked the barrels by adding some and they seem to work ok too.
 
Re: [TESTING] Prisoner Camps are not like OSI

Just a coding-wise thought:

instead of case 0,1,2,3 , won't be better to use case 0,1,2,default?
 

atdp

Sorceror
Re: [TESTING] Prisoner Camps are not like OSI

Update with the two previous corrections
 

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  • campsv12_4_for518.patch
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uome

Bug Hunter
Re: [TESTING] Prisoner Camps are not like OSI

I can't find anything wrong with this one now.
Nice work. :)
 
Re: [TESTING] Prisoner Camps are not like OSI

not sure if has been asked. but does this also stop them appearing in houses, and spawning inside walls/mountains?
 

Broadside

Sorceror
Re: [TESTING] Prisoner Camps are not like OSI

Are you guys working on the chests for these? I can open the orc ones and loot its the lizardman ones i cant loot. So far i havent found any others still working on them.
 

atdp

Sorceror
Re: [TESTING] Prisoner Camps are not like OSI

Broadside;760072 said:
Are you guys working on the chests for these? I can open the orc ones and loot its the lizardman ones i cant loot. So far i havent found any others still working on them.

Yes this patch fixes that problem.
For now, you need to use the stealing skill to get items from lizardman camp chests.
 
Re: [READY] Prisoner Camps are not like OSI

Try this one see if it works better. Not sure if it is the way it was intended. But all chests should be lootable now.
 

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  • Camps_for_526.patch
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