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Messages - Bardaf01

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1
Hello and thank you Thazager! ;D

I think I had succefully correct this but not in the good manner (I implemented code in the way of traveling instead of changing the logout procedure when I clicked a button). I must analyze this more in deph.

I think I have to tell the server to treat the character a little as after he has had a wild disconnect (after all, I only give it a change of zone, not a disconnect). Since the character re-appears in most cases in the right place (except in this case, strangely), I guess my problem occurs during "disconnecting" (which is a lie) the character. By this, I mean that it does not actually undergo a disconnect but rather a simple travel (it's the truth).

It doesn't sound like a bug, but like as rather a lack of information sent to the server. So, of course, the server does not do what I need.

The hole is really small, so I have to check and understand the code in its globality I think. :)

Thanks a lot!

2
Hello Thazager! :D


Great! That's exactly what I needed! ;D


Thank you very much! :)
Cordially.

3
Hello!  :D

I made the mistake of editing a "cleanengine" script with debug messages so that I understood the code.

I commented each line with my changes, so I could theoretically simply delete them, but I thought I could do a simple revert.

However, among the recently modified scripts (from last week until now), I do not see the one I'm looking for (in HE/systemGenerated/compiledScript). I have only one being referenced as created by "INITIAL-IMPORT" and it's the "Input_Command" script on the client side). The others are mine.

Please kindly illuminate my lantern. :)

EDIT: I added "RESOLVED" to the subject.

Thanks a lot!
Best regards.

4
My question is too imprecise and is posted in the wrong section, sorry. :-\

I will come back to this one next time. ;)

5
Hello there! ;D


Pfiou... I try to begin to learn the wonderful (but complex) login process in details... About that, I have a problem with the "logoff" process.

When a character is disconnected unexpectedly, and that this same character is reloaded later, it will be reloaded into the good area to its last (known?) position on the map. Am I right?

However, if I disconnect this character via the "logoff" method (which is just a travel), the character will be reloaded into the good area BUT NOT to its last position on the map. Instead of that, it will be reloaded to the "Arrival" Path.

What would be the right ways to correct (or override) this properly, please? :D


Thanks in advance! ;D
Best regards.

6
Hello Thazager! :D

Thank you for this share! ;)

Cordially.

7
Hello nocake! :D

Ah... it's nice too! Thanks a lot! ;D

EDIT: here my "final" script now:
Code: [Select]
public function MakeMenu(layerName as String, prototypeName as String) as NodeRef of Class GUIControl
   
  // Store in this variable the return of the "CheckIfMenuExists" function.
  memorizeNodeRef as NodeRef of Class GUIControl = (CheckIfMenuExists(layerName, prototypeName))
 
  if(memorizeNodeRef == None)
   
    // This creates a GUIControl node from a prototype.
    menu as NodeRef of Class GUIControl = CreateNodeFromPrototype(prototypeName)
   
    // This modifies its layer.
    menu.layer = layerName

    // Always make the new node renderable in the viewport first.
    menu.build = true
   
    // Return the NodeRef freshly created.
    return menu
 
  else
    // destroy the node.
    DestroyNode(memorizeNodeRef)
   
    // Return "None" as the node has been destroyed.
    return None
  .
.
 
 
public function CheckIfMenuExists(layerName as String, prototypeName as String) as NodeRef
 
  // Find and catch the NodeRef in the "catchNodeRef" variable. The variable may be empty (0 as value) if this node doesn't exist...
  catchNodeRef as NodeRef of Class GUIControl = (FindGUIControlByName($GUI._findLayerByName(layerName), prototypeName))
 
  // If "menu" is not 0 (if this node exists), return "catchNodeRef".
  if catchNodeRef != 0
    return catchNodeRef
   
  // Otherwise, return "None".
  else
    return None
  .
.

Best regards.

8
Hello FI-ScottZ,

Thanks for your answer. Yes, that's what I meant. :)
Okay, I'm going to look for more information on these two solutions on the wiki.

Thank you very much! ;D
Cordially.

9
Hello everybody!  :)

How could I find a previously created node in a new script/function (client-side only), please?

Here my script (client-side only):
Code: [Select]
public function makeGameMenu()
 
   // This creates a window GUIControl from a prototype.
  gamemenu as NodeRef of Class GUIControl = CreateNodeFromPrototype("JB_gameMenuPrototype")

  // Always make the new window renderable in the viewport first.
  gamemenu.build = true
.

Thanks a lot! ;D
Best regards.

10
General Discussion / Re: [ANSWERED] Heroblade: login failed
« on: May 30, 17, 10:09:53 AM »
Oh... Thank you very much for the trick, GlorianLanTarini! :D

Best regards.

EDIT: I changed "NOT Resolved" to "ANSWERED" in the subject field.

11
General Discussion / [ANSWERED] Heroblade: login failed
« on: May 29, 17, 11:17:59 AM »
Greetings! :D

I'm new here and I have a problem with HeroBlade:

Fifty percent of the time, I can log in to retrieve the list of worlds. Then, it's impossible for me to wake up my world (I tried at least five times). See the log by yourself:

Code: [Select]
Debug mode enabled.
FormState: FS_SELECTING_WORLD => FS_WAKING_WORLD
SNAS: AS_IDLE wants AS_WORLD_WAKE_UP
AutoPump: AS_IDLE => AS_WORLD_WAKE_UP
AutoPump: S_INITIAL => S_CONNECT
Connect: cmd='AWAKEN V3 | 3117
Contacting EU West Server 20
Config String: <FireStorm><CentralOfficeTransport>tcp:MC.C020.CLOUD.HEROENGINE.NET:10373</CentralOfficeTransport><SuppressLocalRepository>1</SuppressLocalRepository></FireStorm>
Login to EU West Server 20 failed.  You may have entered an incorrect username or password, or your connection to the server may have been lost.
AutoPump: S_CONNECT => S_DONE
World is waking up.  45 seconds until able to log in.
SNAS: AS_WORLD_WAKE_UP wants AS_DELAY_FOR_SPINUP
AutoPump: S_DONE => S_IDLE
AutoPump: AS_WORLD_WAKE_UP => AS_DELAY_FOR_SPINUP
...45...
...40...
...35...
...30...
...25...
...20...
...15...
...10...
...5...
...0...
World is awake.
DELAY_Done
SNAS: AS_DELAY_FOR_SPINUP wants AS_IDLE
FormState: FS_WAKING_WORLD => FS_LOGGING_IN
SNAS: AS_DELAY_FOR_SPINUP wants AS_SERVICE_DIRECTORY_LOGON
AutoPump: AS_DELAY_FOR_SPINUP => AS_SERVICE_DIRECTORY_LOGON
WIM Started
AutoPump: S_INITIAL => S_PRIMED
AutoPump: S_PRIMED => S_CONNECT
Connect: cmd='GETWORLDLIST V3 | 2.6.7.0
Contacting EU West Server 20
Config String: <FireStorm><CentralOfficeTransport>tcp:MC.C020.CLOUD.HEROENGINE.NET:10373</CentralOfficeTransport><SuppressLocalRepository>1</SuppressLocalRepository></FireStorm>
Connected to EU West Server 20 @ tcp:MC.C020.CLOUD.HEROENGINE.NET:10373
AutoPump: S_CONNECT => S_WAITING_FOR_RESPONSE
SD Channel Callback
World.Count = 5
AutoPump: S_WAITING_FOR_RESPONSE => S_NEXT_SD
AutoPump: S_NEXT_SD => S_DONE
WIM Completed
SNAS: AS_SERVICE_DIRECTORY_LOGON wants AS_IDLE
SD_Done: Okay
FormState: FS_LOGGING_IN => FS_SELECTING_WORLD
WIM Display last=LittleMMOPrototypeProject
WIM Redisplay filter=
WIM world.count=5
WIM Visible
AttemptToSelectWorld: auto-enter world
AutoPump: S_DONE => S_IDLE
AutoPump: AS_SERVICE_DIRECTORY_LOGON => AS_IDLE

Edit (Monday 05-29-2017 at 02:27:49 PM): during the process of waking up my world, where the login was marked as failed, I was able to click on "cancel" and then I immediately clicked "Awaken World". It finally worked. However, I still have this login procedure that misses fifty percent of the time.

Edit2 (Tuesday 05-30-2017 at 07:50:20 AM): I re-tried to wake up my world today but with great difficulty... I repeated the operation (see the first edition) many times in order to successfully wake it up.

Thank you in advance for your assistance! ;)
Best regards.

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