Overtime
2010-11-18 01:52:34
so after 2 weeks of not checking up on my accounts, i decided to go through them and see whats going on with them if they had any randoms.
Good news: Out of 72 only 2 had randoms. (Cpt. Arriv)(Prison Pete)
I already solved them, but i noticed that Cpt.Arriv it had the first 2 slots lined up, but the last one was miss algined, meaning it couldn't solve the last line for some reason. Sorry i already solved it too. :P
Reason why only 2 out of 72, well i only have each character do 6 loads. Which is about 30-45 mins. So they never get targeted :P
Bad News: 20 or so of these runners, were located at Draynor Village Trees. Some still had thier woodcutting at 1, others had them around 10-29. The other 55 or so had thier wcing at 30+ meaning MSI never relocated the ones in Draynor Trees to the bank.
By now i was going to move all the accounts to the Willow Area, but i have to give it another 1 week or so.. ugh. Lol.
I don't know how the relocating works or detection but its not taking them back to the bank, or even start cutting at the spot. Maybe add a versatile option to where if its at the spot to start cutting?
This is what it does to each character when it doesn't relocate them.
Good news: Out of 72 only 2 had randoms. (Cpt. Arriv)(Prison Pete)
I already solved them, but i noticed that Cpt.Arriv it had the first 2 slots lined up, but the last one was miss algined, meaning it couldn't solve the last line for some reason. Sorry i already solved it too. :P
Reason why only 2 out of 72, well i only have each character do 6 loads. Which is about 30-45 mins. So they never get targeted :P
Bad News: 20 or so of these runners, were located at Draynor Village Trees. Some still had thier woodcutting at 1, others had them around 10-29. The other 55 or so had thier wcing at 30+ meaning MSI never relocated the ones in Draynor Trees to the bank.
By now i was going to move all the accounts to the Willow Area, but i have to give it another 1 week or so.. ugh. Lol.
I don't know how the relocating works or detection but its not taking them back to the bank, or even start cutting at the spot. Maybe add a versatile option to where if its at the spot to start cutting?
This is what it does to each character when it doesn't relocate them.
[ Rup ] -------- Player's Location = Draynor Village trees
[ Rup ] ------ MSI_ReflectionWalk: False
[ Rup ] ------ MSI_ColorWalk
[ Rup ] ------ MSI_ColorWalk: False
[ Rup ] ---- MSI_PerformWalk: False
[ Rup ] -- MSI_Walk: False
[ Rup ] -- MSI_UnsetPlayer
[ Rup ] ---- Failed to walk to bank
[ Rup ] ---- MSI_SetSkillLevels
[ Rup ] ------ Woodcutting level hasn't changed
[ Rup ] ---- MSI_SetSkillLevels: Exit