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Monster Spawn impluse Source

Discussion on Monster Spawn impluse Source within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #1
 
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Monster Spawn impluse Source

can someone explain to me how to create Monsters spawn cuze thier r no monsters

if you really wanted to help just give a pic or add me at yahoo to explain that with team viewer

hoppe someone will do
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Old 05/12/2010, 23:48   #2
 
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Is spawns already coded in?
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Old 05/12/2010, 23:54   #3
 
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Quote:
Originally Posted by .Arco View Post
Is spawns already coded in?
no idea i think nah
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Old 05/13/2010, 00:01   #4
 
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No they are not.

All you gotta do is use Entity class and not some Monster/Mob class like
Example:
Add this void in Client->GameState.cs
Code:
public void TestAMonsterSpawn(){
Game.Entity entity = new Game.Entity(Game.EntityFlag.Monster);
entity.MapObjType = Game.MapObjectType.Monster;
entity.Name = "DuhItsATest;
entity.X = Entity.X;
entity.Y = Entity.Y;
entity.MapID = Entity.MapID;
entity.Body = 251;
entity.Hitpoints = 1;
entity.Level = 1;
entity.UID = 400001;
entity.SendSpawn(this);
}
CheckCommand(,)(Packet handler), add this command

case "test11":{
client.TestAMonsterSpawn();
break;}
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Old 05/13/2010, 00:10   #5
 
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Umm what about using team viewer as example please?
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Old 05/13/2010, 06:11   #6
 
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Quote:
Originally Posted by -impulse- View Post
No they are not.

All you gotta do is use Entity class and not some Monster/Mob class like
Example:
Add this void in Client->GameState.cs
Code:
public void TestAMonsterSpawn(){
Game.Entity entity = new Game.Entity(Game.EntityFlag.Monster);
entity.MapObjType = Game.MapObjectType.Monster;
entity.Name = "DuhItsATest;
entity.X = Entity.X;
entity.Y = Entity.Y;
entity.MapID = Entity.MapID;
entity.Body = 251;
entity.Hitpoints = 1;
entity.Level = 1;
entity.UID = 400001;
entity.SendSpawn(this);
}
CheckCommand(,)(Packet handler), add this command

case "test11":{
client.TestAMonsterSpawn();
break;}
Thanks it worked
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Old 05/13/2010, 17:16   #7
 
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EASY to do just make a new .ini file called MobSpawn.ini and MobInfo.ini yes the ini reader to read from data and I have no idea at the moment how to make them spawn when you login prolly Database.LoadMobs(): Database.LoadMobSpawns():
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Old 05/13/2010, 17:30   #8
 
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Quote:
Originally Posted by MonstersAbroad View Post
EASY to do just make a new .ini file called MobSpawn.ini and MobInfo.ini yes the ini reader to read from data and I have no idea at the moment how to make them spawn when you login prolly Database.LoadMobs(): Database.LoadMobSpawns():
Thou cannot teach what they don't know.
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Old 05/13/2010, 17:55   #9
 
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Ok then....let me put it this way, make a new .cs in database and make it load the X, Y, Name, Mesh, Level, HP, from a mysql table called whatever ex: mobs and then add in program.cs under Database.Load(); add Monsters.Load():xD
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Old 05/13/2010, 18:14   #10
 
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Quote:
Originally Posted by MonstersAbroad View Post
Ok then....let me put it this way, make a new .cs in database and make it load the X, Y, Name, Mesh, Level, HP, from a mysql table called whatever ex: mobs and then add in program.cs under Database.Load(); add Monsters.Load():xD
1. Create a new dump or use a existing one.
2. Make a load function for both monsterinfo and spawn
3. Store the info in dictionaries by using particular classes for mob entities.
4. Create or use a mobspawner.
5. Change the spawn screen function or however it's called in the source so that it spawn the mob entities within distance 15 to the player.

Now ofcourse, this is just a tip on how-to do it.
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