[Development/Test]CQ Action Management Tool

07/31/2014 16:34 pintinho12#16
Quote:
Originally Posted by turk55 View Post
:confused:

As far as I know you can do npcs, item actions, drop actions and even time based events.
Item Use, NPCs, Automatic Events, etc. It's limited, but if you make their structure correctly you can make any function do anything, so by coding it into cq_action you wont need to make 10k lines of codes to program all NPCs into your Exe lol you can make 10k on a Database and make it easy for edition, it's easier to find, easier to Edit and after finishing the Action Types, you dont need to work on the Source anymore, just if you want to add new ones...
I've been having success so far, didn't test with many players but it replies instantly after clicking the NPCs...
BTW, I'm doing all Types using bool, the non coded ones return false always, so it always fails. I fixed Exodus Source Action reading codes, but now it doesnt look so hard to do lol
07/31/2014 17:59 Ultimation#17
AcidCO used tqs cq_action & cq_task table for its npcs and monster drops.. worked perfectly :D
07/31/2014 19:03 tkblackbelt#18
Very cool, good thing I've only implemented about 8 NPCs so far haha. I'll look into using these tables for this stuff.
08/01/2014 07:23 InsomniacPro#19
Quote:
Originally Posted by Ultimation View Post
Ive already started a project for this job, though its not finished the basic engine and principle is coded and working.. The source code is below along with the compiled exe.

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ill not be giving support for it. But if you decide to finish development please leave my name somewhere on the program.

Each action has its own dynamically generated GUI and autofill system. Like teleport to a map, you can select the map from its name using a list.

Regards

Ulti.
You can fuck off if you think you're going to market.