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#007892
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Hello everyone, i'm not sure this is the right place for this issue ....
Actually , i had try to work with the new BG (http://herc.ws/board...bg-queue-debug/) and i have some problem :
One of my objectives was to make a TDM , on the same principle as the current script for flavius.
Then i use :
Also during the first , it work well each kill give a point.
During the second (for one player) , a kill give two point
etc...
Howether it seems this bug work too with different ondeath event , for example if a do a flavius with :
Finally, after a couple of try, i have this warning :
[Warning]: npc_event: player's event queue is full, can't add event 'start#TDM::OnGuillaumeQuit' !
Thank you for your help, I hope I was clear.
Feel free to ask me for missing things.
Actually , i had try to work with the new BG (http://herc.ws/board...bg-queue-debug/) and i have some problem :
One of my objectives was to make a TDM , on the same principle as the current script for flavius.
Then i use :
queueopt($@Guill_QueueBG1,HQO_OnDeath,"start#TDM::OnGuillaumeDie"); queueopt($@Croix_QueueBG1,HQO_OnDeath,"start#TDM::OnCroixDie");It work pretty well but the probleme is that if a player do a TDM a couple of time , this event seems to stack between differents TDM. ( I have not forgottent queuedel($@Croix_QueueBG1); and queuedel($@Guill_QueueBG1); )
Also during the first , it work well each kill give a point.
During the second (for one player) , a kill give two point
etc...
Howether it seems this bug work too with different ondeath event , for example if a do a flavius with :
queueopt($@Guill_QueueBG1,HQO_OnDeath,"start#bat_b01::OnGuillaumeDie"); queueopt($@Croix_QueueBG1,HQO_OnDeath,"start#bat_b01::OnCroixDie");Then redo a TDM the TDM on death event will trigger two times.
Finally, after a couple of try, i have this warning :
[Warning]: npc_event: player's event queue is full, can't add event 'start#TDM::OnGuillaumeQuit' !
Thank you for your help, I hope I was clear.
Feel free to ask me for missing things.
queues do not support concurrent events for the same type, so your theory about they stacking can't take place, what could be occurring here is that the players are being left in the queue (then they end up in multiple queues each of which point to the same or different events), could you demonstrate the rest of the script? (if you want you can pm me it so its not public).
Thank you for your answer.
Here is my modified script of flavius bgqueue :
http://pastebin.com/2Fuzcrcq
And here my TDM mode :
http://pastebin.com/G4XQgquX
PS : Really sorry if i made some mistakes in my code... i'm not an expert.
Here is my modified script of flavius bgqueue :
http://pastebin.com/2Fuzcrcq
And here my TDM mode :
http://pastebin.com/G4XQgquX
PS : Really sorry if i made some mistakes in my code... i'm not an expert.
Have you found anything on this problem ?
Edited by flame30, 11 December 2013 - 11:31 PM.