UOSteam: updating active objects

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Gargl Kark
Posts: 484

UOSteam: updating active objects

Post by Gargl Kark »

Hi,

I'm on UOS 1.0.5
It seems that sometimes defined aliases to objects get deleted, which causes scripts to malfunction.

Anyone else experience this?
How to avoid it?
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Gra_la
Posts: 4

Re: UOSteam: updating active objects

Post by Gra_la »

Depends on the script your trying to use.
Souced
Posts: 145

Re: UOSteam: updating active objects

Post by Souced »

yes lots of ways some scripts ask for the things to set at beginning of it, and some people have at the end of the scripts to wipe all the data it has set, others make you put in the hard data yourself, so it is a hard question just to give a general answer to

all i would say is try to learn a bit of the code and figure out what you like and best and make the changes for yourself
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Gra_la
Posts: 4

Re: UOSteam: updating active objects

Post by Gra_la »

Say your script asks you to target your restock box and sets its alias to restock.
If lets say you were out in the forest chopping a tree and somehow your script tries to use its restock alias, it will delete it cause it doesn't exist there.
And now your script repeats itself from the start and bam its asking you to target your restock again cause it lost it.
This is the most common thing I run into with making scripts and loosing aliases.

It's also why I am more of a fan of hardcoding the serials than letting promptailas do all the work.
suiris
Posts: 150

Re: UOSteam: updating active objects

Post by suiris »

Even if you hardcode the alias, the ItemID has to be visible for UOS to make the alias, if it is not present it will not add it.
Say you want to add alias for your Cu Sidhe, if you are riding it at the moment when the script was executing setalias 'sidhe' 0x12312312ff it will not add it to the list.
Same goes for anything. If you are setting an alias for a container in your house and you are running the script in Luna bank, later when the script references this alias it will not find it.
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The Silvertiger
Posts: 4469

Re: UOSteam: updating active objects

Post by The Silvertiger »

My initial thought is to put in a prompt alias, but if your experiencing issues of being away from said alias as mentioned above a simple if not in range recall would fix that or if not in range use object self... More detail is needed to assist you fully.
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zulu2401
Posts: 2009

Re: UOSteam: updating active objects

Post by zulu2401 »

You're doing it wrong
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