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Everything posted by DungeonMaster
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How is it possible to know the current user's location from any module? For instance: If (inlocation == x) Ii am referencing the home module. Basically I want certain parts of the menu or other features not seen / seen when in a certain location.
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Timed Games With Own Top Rated System
DungeonMaster replied to DungeonMaster's topic in Free Modules (Requests or Offers)
Correct, because it is not how you get it but the end result. Yes I have thought about that. I don't use clans but in any case if there were a bank system a check would need to be made first or stop on them using that. -
Timed Games With Own Top Rated System
DungeonMaster replied to DungeonMaster's topic in Free Modules (Requests or Offers)
Yes like a ladder system, this does not have to do anything with other modules. It just tracks the people who want to be part of it and then when time is up show the one who had the highest gold. -
Basically you create a timed game (for example that lasts for one month) where the player agrees to it by pressing a button. Once entered they have to get as much gold (as an example) as possible before the time ends. Player with most gold wins. At the end the results can then show a chart of the first 10 best players. This is to simulate timed games in other MMORPG systems and can run parallel to any other current game.
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If I do not want "crimes" done in a certain location then why does it still show the link? Granted that it disables the ability for them to steal but there should be a prompt to say "You can't steal here" or remove the side menu link altogether.
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Well I have had to disable more than 75% of the modules and it took a lot of time because you have to disable, wait for page load, scroll down again, etc. I plan to have features enabled / disabled based on a time schedule so it will mean enabling and disabling multiple things often which with the way it is setup now can take a lot of time. Multiply that by running many games and you can see what I mean.
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So then for what I want I will have to create a new table and row for each player - the NWE variable system does not automate this procedure or does it? Trying to understand how this works.
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Probably after save then it can cycle through the modules rather than try to save all at once.
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I'm used to working with database columns and inserting the data to the player row. For instance, player X I need to know how many 'cars' he has and bought. i will normally add a column "cars" for instance to track this. I will create something like a shop where he can buy 2 cars and add it to his current cars count, is what you pointed me to the same thing? I do not want to manually go and add in the 2 cars to his account via an admin interface.
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That looks like it, thanks for the heads up.
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Something I will like to see in future versions: In Admin it can be quite a time consuming task disabling / enabling each module, it will be nice to have check boxes - those that are checked enabled and one save button.
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In the NWE system what is the best way to associate extra data fields for each player? For instance I want a player to have field A, field B, field C and so forth and then save to it and call that up as I need it based on their in game actions. Thanks.
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Strange, maybe I missed it but isn't there an option to upload avatar or link to one?
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Am I understanding right that in order for a player to have an avatar they have to join or create a clan first to get that facility?
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Yes that was the problem. Should this feature be enhanced at any future point it will be nice if the end user is told how many tries they have left.
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You might see it when a user is dormant and your database is filling up and you want to get rid of delinquent user rows. Keep in mind that I will already have a membership ready to join. As it fills up I want to keep just really interested people. Although still new to the system I see an ajax name call system rather than checking page by page. If I had hundreds or thousand of members to cycle through when only a few hundred are active I might want to get rid of the extra weight. For now no big deal as I am just starting out but will revisit this later.
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Player Email Verification
DungeonMaster replied to KyleMassacre's topic in Free Modules (Requests or Offers)
Only just a chance to check this. After testing I can say this one WORKS as it is supposed to with no login troubles! Great job. Now that this has been taken care of I can begin working on the system as I did not want to move forward until I had some kind of proper membership system in place. Thank you. -
Player Email Verification
DungeonMaster replied to KyleMassacre's topic in Free Modules (Requests or Offers)
The irony of that is I cannot get to my controls via the web to get at it, where is it cached that I can delete it via FTP? -
Player Email Verification
DungeonMaster replied to KyleMassacre's topic in Free Modules (Requests or Offers)
So then ar modules cached somewhere because I see the changes I made to the files on the server but yet in execution it outputs the old content? -
Player Email Verification
DungeonMaster replied to KyleMassacre's topic in Free Modules (Requests or Offers)
I'm sorry I do not understand this answer. I am asking specifically... if I make an edit to a module's files, for instance I change the word "apples" to "oranges" in a file in the module how do I get that to show if it still shows "apples"? -
Player Email Verification
DungeonMaster replied to KyleMassacre's topic in Free Modules (Requests or Offers)
OK Let me ask you something. After uploading changes to the modules via FTP is there another step NWE needs to have happened for the file changes to work? For instance in your lib file: Your "From" line should be: $headers = "From: no-reply@" .$_SERVER['HTTP_HOST']. "\r\n"; But it does not show up like that when Email is sent. This will help me understand what is happening here. -
Player Email Verification
DungeonMaster replied to KyleMassacre's topic in Free Modules (Requests or Offers)
I think you are missing something here. The code you added does NOT show Admin the verify code. -
Player Email Verification
DungeonMaster replied to KyleMassacre's topic in Free Modules (Requests or Offers)
I did put in the code. I can't access the panels even though I am logged in. I may be new the NWE and how it operates, but I have been working with codes for many years and I can tell you that once you install the mod as is it locks Admin down when you add your adjustment it does not require Admin to be verified but at the same time you cannot access the panels. It seems some part of your mod is still looking for Admin to be verified. I do appreciate your wanting to get it right but like I said you need to install a clean NWE and then install it and see the affect. Sure you can login but what use is it to be able to login if you cannot access any of the panels.