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Questions
Pazaz edited this page Nov 28, 2023
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- How did
multi2
work in 2004? Was it@multi2
or an engine command?- How did the engine know to resume the script when it receives if_button for that option's component?
- What does a Developer Manual page look like when a command involves corruption? We currently assume the _findall/next commands might be tagged as corrupting its relevant pointer, and that "corrupting" means any delays/suspensions warn about unsafely using those pointers. Find results must be stored globally and a delay no longer guarantees the results are safe to use. Would be good to have validation.
- What arguments does map_projanim take for projectiles?
- What are the old interface commands called? Pre-if3 and pre-cs2. We've taken some liberties based on practical uses. But there's too many unknowns, so we end up with stuff that looks like
if_openmainmodal
andif_opensideoverlay
- What are all of the pointers available?
last_int
,active_npc
/obj/loc/player etc- What pointers does opheldu have all exposed to it?
last_item
,last_useitem
,last_slot
,last_useslot
?
- What pointers does opheldu have all exposed to it?
- How does firemaking prevent lighting fires inside of banks and on top of certain locs?
- What hunt properties/values are there? We know about
type
,check_vis
,check_nottoostring
,check_notcombat
,check_notcombat_self
,check_notbusy
,find_keephunting
,find_newmode
,nobodynear
,rate
,check_afk
. Any configs we could see would help get a closer feature-perfect aggression. - What command checks if multiple players are inside of an NPC's hero points list (like to disable Ironman dropping)?. We only know of
npc_findhero
andnpc_heropoints($damage)
. Is the loot_choosehero proc related to newer features around drop restrictions? - What command are used around a player's "hero points" in PKing scenarios?
- What var properties are there? We know with varp, there's
clientcode
,protect
,scope
,transmit
, andtype
, but we suspect it may have more based on decompiled client code. - Does your interface editor allow you to view old interfaces still ("if1")? They have a very simple way of conditionally switching activetext/text, activecolour/colour etc. We'd love to know what that looks like visually instead of a reverse-engineered understanding of packed output. ex: Testing a var, checking an inventory.
- How did music regions work in 2004 before there were .area configs? Was there a trigger that ran every tile you moved? Did multi-way zones work through the same trigger?
- How do bind effects/stuns work on players, what runs to check if a player can move?
- How do you cancel a logout? We made a logout trigger and a command called “p_stoplogout” for this purpose. If p_stoplogout was called in this trigger it won’t remove the player.