Jump to content
  • 0

about .gotolove command in acis 382


Question

6 answers to this question

Recommended Posts

  • 0
Posted
On 11/29/2021 at 11:28 PM, thepsolartek said:

the paradox is that .gotolove command is included in weddingmanager.java as a line but as i already told the command didnt work for a reason. maybe someone can help with this command?

All you have to do is to create a voiced command which will search for your partner in game and teleport to him under circumstances

  • 0
Posted

gotolove requires 2 things

1.sql connection which stores the marry time of player in db
2. boolean which checks if player is allowed to execute the command

 

if you can achieve those 2 things then you're almost done

Guest
This topic is now closed to further replies.


  • Posts

    • And Discord: https://discord.gg/3aYqWNqb
    • Ofc: https://discord.gg/3aYqWNqb
    • You can find some H5 skins shared in old L2 modding Discords, but most of the higher‑quality ones are either paid or come bundled with full client edits. I usually mix in commissioned work and whatever I can patch myself. On a side note, I fund a lot of these commissions by selling off game items through instant sell cs2 skins, which has been a quick way for me to get some cash for projects.
    • There is no need for gRPC in this case, even tho originally it was gRPC based but since we don't need it to be bi-directional, we switched to simple http requests for the web calls and SSEs for the data streamed from the server. There are distributed locks in place to precent race conditions between actions that can happen between multiple web instances and the server.   Local models can also be slow depending on the model, and most external models can actually be faster than local ones if you use Flash 2.5 or something along those lines. I am running on 512GB of Unified Memory on my Mac Studio M3 Ultra so the speed of the local model for a small model is pretty good but I tested it with Gemini too and it works equally as fast and in some cases faster. The way it works is that I'm using pgvector (one of the benefits of moving to Postgres) to search the data and see what the player can see etc and there is some batching of the next few actions for 2-4 seconds for the user until the next LLM request fires. The batching also includes branching on logic so if they for example fall under some HP they will move to kiting instead of attacking or maybe they heal etc.   Everything is authed and permission-based. The server and the backend of the frontend have secure communication between them, either with a symmetric key (not recommended for production) or a certificate (the recommended way), so there is no worry. It's all tied to the account's access level, etc., so nobody can make an action that they normally wouldn't be allowed to do. Even the MCP is token-based, and there are prompt injection protections in place. The MCP is audited, and every mutation needs confirmation. The admin area is only accessible to the admin account anyway so normal users can't access it.  
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..