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Quote from: "Bovidi"Quote from: "Particle"It appears to be by design. When you save your character file, it checks if you have more than $maxItem of any one item when it builds the list of your stuff. If so, it drops you down to $maxItem. It's a global variable in globals.cs and defaults to 500.So, it will save a max of $maxItem (default 500) of any particular thing but will let higher quantities float in memory until you log on again. At that point, it uses the capped item count that it saved.From my understanding the reason why they cap it at 500 is because if you have something like 1000 of an item then you join the Tribes engine in the inventory messes up big time. Although the server has the correct item count the player could have their inventory saying something like 215. The Tribes inventory seems to only mess up if more than 500 items are given or taken in a few milliseconds of each other. Although say you give 500 items, then another 500 items a second after Tribes should correct say you have 1000 itemsTo recreate just create a pack:1) Create a pack with 1000 basic arrowsor if #hamalarkeyem still works#hamalarkeyem basicarrows 1000 or however the command works againI've heard of problem with the inventory screen when you have numbers over 500. Another option would be to check if they have over 500 and then automatically put anything over 500 in storage when they #savecharacter or disconnect. If duping is elimiated then this shouldn't be exploitable.
Quote from: "Particle"It appears to be by design. When you save your character file, it checks if you have more than $maxItem of any one item when it builds the list of your stuff. If so, it drops you down to $maxItem. It's a global variable in globals.cs and defaults to 500.So, it will save a max of $maxItem (default 500) of any particular thing but will let higher quantities float in memory until you log on again. At that point, it uses the capped item count that it saved.From my understanding the reason why they cap it at 500 is because if you have something like 1000 of an item then you join the Tribes engine in the inventory messes up big time. Although the server has the correct item count the player could have their inventory saying something like 215. The Tribes inventory seems to only mess up if more than 500 items are given or taken in a few milliseconds of each other. Although say you give 500 items, then another 500 items a second after Tribes should correct say you have 1000 itemsTo recreate just create a pack:1) Create a pack with 1000 basic arrowsor if #hamalarkeyem still works#hamalarkeyem basicarrows 1000 or however the command works again
It appears to be by design. When you save your character file, it checks if you have more than $maxItem of any one item when it builds the list of your stuff. If so, it drops you down to $maxItem. It's a global variable in globals.cs and defaults to 500.So, it will save a max of $maxItem (default 500) of any particular thing but will let higher quantities float in memory until you log on again. At that point, it uses the capped item count that it saved.
The only problem I see with that is if people have more then 25 different items and they try to store more, when they come back into the server it will blackscreen them. Kinda like when people mimic. The items automatically go into there storage. Some people get blackscreen from it.
$funk::var["["" @ %name @ "", 0, 16]"] = fetchData(%clientId, "BankStorage");
//bankstoragefix //7 %storagebugfix[%name] = fetchData(%clientId, "BankStorage"); %x = 0; %y = 0; %string = True; for ( %cnt = 1;%string != ""; %cnt++) { %string = String::NEWgetSubStr(%storagebugfix[%name], %x, 255); $funk::var["["" @ %name @ "", 7, " @ %cnt @ "]"] = %string; %x = %x + 255; } %storagebugfix[%name] = "";
I could make a penalty for dropping within x seconds of losing a LCK.