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Monsters don't attack / move
Discussion on Monsters don't attack / move within the CO2 Private Server forum part of the Conquer Online 2 category.
01/17/2014, 09:02
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#1
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Monsters don't attack / move
Hello EPvP,
Since i'm studying on CO2 Pserver development the last time, i am asking questions here.
Now i got a new problem. My monsters aren't attackable, they don't move or attack.
What could be the problem? And where do i have to look?! Everything is working fine, so i think its a packet problem.. but i'm not sure.
Sincerely,
Bash.
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01/17/2014, 12:35
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#2
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Monster's not behaving in any way would likely indicate that there is no monster AI handling monsters.
It is possible that there is, and it is not executing, but seems a little unlikely.
And in all honesty, if you are asking here where to look then programming the monster AI is a little above your skillset.
Regardless, monster AI is generally located in the Monster class, or the monster thread.
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01/17/2014, 12:39
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#3
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try to breakpoint there
at screen.cs
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01/17/2014, 12:46
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#4
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Quote:
Originally Posted by Aceking
Monster's not behaving in any way would likely indicate that there is no monster AI handling monsters.
It is possible that there is, and it is not executing, but seems a little unlikely.
And in all honesty, if you are asking here where to look then programming the monster AI is a little above your skillset.
Regardless, monster AI is generally located in the Monster class, or the monster thread.
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Well, i'm here to learn this things, i will take a look at it! :-) Thanks anyways.
Quote:
Originally Posted by abdoumatrix
try to breakpoint there
at screen.cs
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Will try ! Thanks :-)
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01/19/2014, 17:49
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#5
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Can't find the error :/ ... there isn't even a timercallback in screen.cs :/
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01/20/2014, 02:58
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#6
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i wanna know what base source you were using? maybe MonsterAI is already coded but you didint call or execute monsterAI thread..
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01/20/2014, 07:47
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#7
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Quote:
Originally Posted by EOS 60D
i wanna know what base source you were using? maybe MonsterAI is already coded but you didint call or execute monsterAI thread..
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I'm using the source of Abdoumatrix. I think its trinity based.. Not sure though...
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01/20/2014, 12:30
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#8
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Theres your problem right there <_<
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01/20/2014, 14:46
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#9
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Quote:
Originally Posted by Aceking
Theres your problem right there <_<
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Lol, help would be appreciated, i'm just learning, so if a source is working a bit... i can teach myself how 'systems' are builded and make it better by myself.. and probably making my own source later... So if you got a fix, please help me...
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01/20/2014, 21:50
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#10
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timercallback in screen.cs in older 1.
search for this
if (Now >= monster.MonsterInfo.LastMove.AddMilliseconds(monst er.MonsterInfo.RunSpeed))
{
monster.MonsterInfo.LastMove = Time32.Now;
Enums.ConquerAngle facing = Kernel.GetAngle(monster.X, monster.Y, client.Entity.X, client.Entity.Y);
if (!monster.Move(facing))
{
facing = (Enums.ConquerAngle)Kernel.Random.Next(7);
if (monster.Move(facing))
{
monster.Facing = facing;
GroundMovement move = new GroundMovement(true);
move.Direction = facing;
move.UID = monster.UID;
move.GroundMovementType = Network.GamePackets.GroundMovement.Run;
monster.MonsterInfo.SendScreen(move);
}
}
else
{
monster.Facing = facing;
GroundMovement move = new GroundMovement(true);
move.Direction = facing;
move.UID = monster.UID;
move.GroundMovementType = Network.GamePackets.GroundMovement.Run;
monster.MonsterInfo.SendScreen(move);
}
}
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01/20/2014, 22:01
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#11
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EDIT
Quote:
Originally Posted by abdoumatrix
timercallback in screen.cs in older 1.
search for this
if (Now >= monster.MonsterInfo.LastMove.AddMilliseconds(monst er.MonsterInfo.RunSpeed))
{
monster.MonsterInfo.LastMove = Time32.Now;
Enums.ConquerAngle facing = Kernel.GetAngle(monster.X, monster.Y, client.Entity.X, client.Entity.Y);
if (!monster.Move(facing))
{
facing = (Enums.ConquerAngle)Kernel.Random.Next(7);
if (monster.Move(facing))
{
monster.Facing = facing;
GroundMovement move = new GroundMovement(true);
move.Direction = facing;
move.UID = monster.UID;
move.GroundMovementType = Network.GamePackets.GroundMovement.Run;
monster.MonsterInfo.SendScreen(move);
}
}
else
{
monster.Facing = facing;
GroundMovement move = new GroundMovement(true);
move.Direction = facing;
move.UID = monster.UID;
move.GroundMovementType = Network.GamePackets.GroundMovement.Run;
monster.MonsterInfo.SendScreen(move);
}
}
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I breakpointed, and found the bugs.. it wasn't running over some of the if statements, when i deleted those.. it was running fine..
Got the monsters walking and attacking now... now i only need the possibility to attack them ;D. Then i got it fully working
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01/21/2014, 06:27
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#12
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Quote:
Originally Posted by bashondegek
EDIT
I breakpointed, and found the bugs.. it wasn't running over some of the if statements, when i deleted those.. it was running fine..
Got the monsters walking and attacking now... now i only need the possibility to attack them ;D. Then i got it fully working
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Im glad you fixed it. To be honest thats a pretty messed up edited trinity source you are using..i had edited trinity based myself and i had no problem with the monsterAI ..there are some good public source you can use.. good luck with that,,,
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01/21/2014, 10:26
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#13
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Quote:
Originally Posted by EOS 60D
Im glad you fixed it. To be honest thats a pretty messed up edited trinity source you are using..i had edited trinity based myself and i had no problem with the monsterAI ..there are some good public source you can use.. good luck with that,,,
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Well i think you're right ^^. The only reason i'm trying to set this up is because of the Assassin thats included.
Can't get the attack to work... so i think its better to choose another source xd.
Any suggestions?
EDIT:
Tested most of the things in the source, and it looks like the most things are working, some things got little bugs which i got fixed already... But the attack bug is a big one, and 1 i don't get fixed.
Is the attack handled in: handle.cs ? or even in screen.cs ?
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01/22/2014, 13:18
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#14
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Could it be my client version that the monsters don't move / attack? because @ releases of the source i'm using i see the monsters moving, and the 'releaser' is attacking the monsters... ?
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01/22/2014, 13:19
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#15
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Its the source, not the client
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