[Request] Interactions (5165)

03/07/2010 16:11 ~Falcon#16
As expected, its a Request Attack Packet (0x3FE)
Actions are defined from within the AttackType field and are as follows.

46 = Request
47 = Accept
48 = Refuse
49 = Effect
50 = Stop Effect

I'll get working code for you if I'm not busy (Need to download source + client first).
03/07/2010 16:54 Paralyzer[GM]#17
Thanks lemme know when ur done :D
03/07/2010 18:35 Arcо#18
Honestly idk why people want these.
They are very useless.
People are going to use them once then forget about them forever.
03/07/2010 19:18 Paralyzer[GM]#19
Uhm.....Still least you can say we are got kiss/hug/hold hands etc etc
03/07/2010 19:24 Arcо#20
Quote:
Originally Posted by Paralyzer[GM] View Post
Uhm.....Still least you can say we are got kiss/hug/hold hands etc etc
And when its released so is everyone else on epvp.
Won't make your server unique or anything.
03/07/2010 19:49 -NewDawn-#21
Quote:
Originally Posted by .Arco View Post
And when its released so is everyone else on epvp.
Won't make your server unique or anything.
I want them because my server is about friendship. I have 2 couples on my server already... I'd love for them to work too. lol
04/08/2010 06:43 -NewDawn-#22
#bump
Still an issue I can't figure out =\
This is the #1 feature I'd like to add...
if someone could give me a base I could polish it up.
I'm having trouble coding it from scratch.
04/08/2010 07:28 Arcо#23
Quote:
Originally Posted by -NewDawn- View Post
#bump
Still an issue I can't figure out =\
This is the #1 feature I'd like to add...
if someone could give me a base I could polish it up.
I'm having trouble coding it from scratch.
Basically wouldn't it be done in the packethandler?

case 1234:
{
Send effect code;
break;
}
04/08/2010 09:47 -NewDawn-#24
Quote:
Originally Posted by .Arco View Post
Basically wouldn't it be done in the packethandler?

case 1234:
{
Send effect code;
break;
}
Sounds right, I just don't understand how to make the characters move and do the movement of the actions.

Plus, it doesn't even show to what the case # is. When I click the character it just disappears.
04/08/2010 10:26 Arcо#25
Quote:
Originally Posted by -NewDawn- View Post
Sounds right, I just don't understand how to make the characters move and do the movement of the actions.

Plus, it doesn't even show to what the case # is. When I click the character it just disappears.
All you need is the packetid and the effectname and your good to go.
04/08/2010 10:29 Paralyzer[GM]#26
.Arco I think thats what he needs for it but you need the case ids
04/08/2010 10:37 Arcо#27
Quote:
Originally Posted by Paralyzer[GM] View Post
.Arco I think thats what he needs for it but you need the case ids
You do realize packethandler is just using a switch statement for the packet ids right? :facepalm:
04/08/2010 10:54 -impulse-#28
Lol'd a lot at Arco's posts lol. You don't need to send any effects. More likely someone sends the 'hug' request to someone. Server changes uids from who wanted to who and both characters start to walk so they will meet to 'attack' them selves. Then there is an action and uid for who you are interacting with in entityspawn. That's the way I see it.
04/08/2010 11:07 Korvacs#29
Quote:
Originally Posted by -impulse- View Post
Lol'd a lot at Arco's posts lol. You don't need to send any effects. More likely someone sends the 'hug' request to someone. Server changes uids from who wanted to who and both characters start to walk so they will meet to 'attack' them selves. Then there is an action and uid for who you are interacting with in entityspawn. That's the way I see it.
Doesnt 5165 display unknown packets in the console? Has no one just gone ahead and tried it. :facepalm:
04/08/2010 11:12 -impulse-#30
Quote:
Originally Posted by Korvacs View Post
Doesnt 5165 display unknown packets in the console? Has no one just gone ahead and tried it. :facepalm:
I actually did and yes it's Attack packet and I'm sure I'm almost done with it. It's just too easy :S

For people: To be able to know what's the desired interaction of the player look at damage.