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  #1  
Old 08-15-2008, 04:47 PM
Derision
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Join Date: Feb 2004
Location: UK
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I've been busy with work this week and not had as much time as I would have liked to work on this, but today I figured out the Titanium OPcode to flag a task as complete (which is different from 6.2) and make it display the green 'Task Completed' message (I think I have found the struct values to make it display 'Task Failed', but I haven't got around to testing that yet.



The more astute amongst you will note that the 'Children of the Fay' task does not finish in Kurn's tower, however I used a bit of 'artistic license' is setting the task goals during development.

There is still quite a bit left to do, but the system is now functional end-to-end for tasks with talk/kill and loot activities. Hopefully I will get a lot more done over the weekend.
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  #2  
Old 08-16-2008, 04:01 AM
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trevius
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That is so awesome! I am currently working on a custom zone that will use qglobals to track kills similar to tasks. But, it would certainly be cool to use the real task system for it instead!
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  #3  
Old 08-22-2008, 03:52 PM
Derision
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I've started to document how the system works on the Wiki, the overview page links to the pages I've written so far:

http://www.eqemulator.net/wiki/wikka...SystemOverview

There are still some Perl interfaces to be written, and a few tweaks to the tables, code cleanup and testing (robustness against bad data in the tables, discovering the limits on the number of active tasks, task selector entries, completed tasks, etc, that I can send to the client without it crashing) before it will be ready for an alpha release.
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  #4  
Old 08-24-2008, 10:55 PM
Andrew80k
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Join Date: Feb 2007
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Dude! Can't wait... I love seeing stuff like this getting done in the emu.
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