im trying to do something in AI and i keep getting erros in the NPC server as soon as AI is loaded, as if the ai.obj gets corrupted, its a huge stack(after compiling it to .obj and adding the compiled code) if i use the s0 variable but if i remove that variable and use hardcoded strings it works, this code is simple i just want to test something where i manage a string every time MENU_SELECTED is invoked.
What i expected this code to do was basically the NPC would say the string "l2Bbuffer002.htm". (no sense i know, but i cut the code to figure what was corrupting it)
jajja idiots.... trojan in .cpp and .h jajajajaja yes yes yes yes yes
Goood luck
PD:
it would be good for you to demonstrate the idiocy you are saying.
or is it just that you don't want people to open their servers for free?
YOU HAVE ONLY ONE POST IN THE FORUM, YOU REGISTERED THE SAME DAY YOU POSTED THIS...
DO YOU PEOPLE REALIZE THAT ALL THESE COMMENTS ARE MADE BECAUSE THEY DON'T WANT YOU TO SET UP YOUR SERVERS FOR FREE?
IT'S CLEAR ISN'T IT?
Hello everyone,
Im Looking for a database wich was used on a live server.
If anyone has one Laying around, it would be nice if you could share it with me.
Ofcourse you can delete the User Mail Adresses. Its just for Private purpose, im making a webinterface just for fun and wanted to have a database wich is "filled" with Real data. If anyone is intrested, i could share the webinterface later for free when i Finished the Project.
Thanks
Interlude, At the moment I'm already able to compile and decompile, now I just need to make the files connect, that's all I need, inside my Skill.usk I couldn't see anything that's inside my LineageEffect.u, that's all I need, can you help me?
Question
caganitas
Hi,
im trying to do something in AI and i keep getting erros in the NPC server as soon as AI is loaded, as if the ai.obj gets corrupted, its a huge stack(after compiling it to .obj and adding the compiled code) if i use the s0 variable but if i remove that variable and use hardcoded strings it works, this code is simple i just want to test something where i manage a string every time MENU_SELECTED is invoked.
What i expected this code to do was basically the NPC would say the string "l2Bbuffer002.htm". (no sense i know, but i cut the code to figure what was corrupting it)
The NASC code
class 1 buffer : default_npc
{
parameter:
string fnHi = "l2Bbuffer001.htm";
string page = "l2Bbuffer001.htm";
handler:
EventHandler TALKED(talker) {
myself::ShowPage(talker,fnHi);
return;
}
EventHandler MENU_SELECTED(ask,reply,item,action_id,s0) {
Edited by caganitass0 = "l2Bbuffer002.htm";
myself::Say(s0);
return;
}//event
}//class
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