HellmouthSource test SpawnMob question -_-!

03/14/2011 16:03 262315610#1
sorry my bad english ....if you didn't know i said...look the picture!

when i addMonster in map ...
like this Code
PHP Code:
while (r.Read())
            {
                
Mob Mon = new Mob();
                
Mon.Amount r.ReadUInt16("Amount");
                
Mon.BaseMob Dictionary.BaseMobs[r.ReadUInt16("SpawnMob")];
                
Mon.r.ReadUInt16("X");
                
Mon.r.ReadUInt16("Y");
                
Mon.Spread r.ReadUInt16("Spread");
                
Mon.Map r.ReadUInt16("Map");
                
Mon.MobLevel =Mon.BaseMob.Level;
                
Mon.MobHP Mon.BaseMob.MaxHp;
                
Mon.UID =(uint)Program.Rand.Next(1,int.MaxValue);
                
Mon.Name Mon.BaseMob.Name;
                
Mon.Mesh Mon.BaseMob.Mesh;
                
//Mon.Instance = r.ReadUInt16("Instance");
                
Count++;
                if (!
Dictionary.Maps.ContainsKey(Mon.Map))
                    
Dictionary.Maps.ThreadSafeAdd(Mon.Map, new Map(0));
                for (
int i 0Mon.Amount;i++ )
                {
                    
Dictionary.Maps[Mon.Map].AddMonster(MonHandler.SetCoord(Mon.XMon.Y));
                }
            } 
it's work ... but have some question
the monster didn't show the red hp line...
... that is Screenshoot
[Only registered and activated users can see links. Click Here To Register...]

and when i use the chat Command to test SpawnMob ...
it's work fully ... still show red hp line...
[Only registered and activated users can see links. Click Here To Register...]

I do not want to help .. because many people do not want to talk about this topic
But the test is not the result ... so if you know how to operate
Please help me.. I will wish you health and happiness
03/14/2011 16:09 pro4never#2
Quote:
Originally Posted by 262315610 View Post
sorry my bad english ....if you didn't know i said...look the picture!

when i addMonster in map ...
like this Code
PHP Code:
while (r.Read())
            {
                
Mob Mon = new Mob();
                
Mon.Amount r.ReadUInt16("Amount");
                
Mon.BaseMob Dictionary.BaseMobs[r.ReadUInt16("SpawnMob")];
                
Mon.r.ReadUInt16("X");
                
Mon.r.ReadUInt16("Y");
                
Mon.Spread r.ReadUInt16("Spread");
                
Mon.Map r.ReadUInt16("Map");
                
Mon.MobLevel =Mon.BaseMob.Level;
                
Mon.MobHP Mon.BaseMob.MaxHp;
                
Mon.UID =(uint)Program.Rand.Next(1,int.MaxValue);
                
Mon.Name Mon.BaseMob.Name;
                
Mon.Mesh Mon.BaseMob.Mesh;
                
//Mon.Instance = r.ReadUInt16("Instance");
                
Count++;
                if (!
Dictionary.Maps.ContainsKey(Mon.Map))
                    
Dictionary.Maps.ThreadSafeAdd(Mon.Map, new Map(0));
                for (
int i 0Mon.Amount;i++ )
                {
                    
Dictionary.Maps[Mon.Map].AddMonster(MonHandler.SetCoord(Mon.XMon.Y));
                }
            } 
it's work ... but have some question
the monster didn't show the red hp line...
... that is Screenshoot
[Only registered and activated users can see links. Click Here To Register...]

and when i use the chat Command to test SpawnMob ...
it's work fully ... still show red hp line...
[Only registered and activated users can see links. Click Here To Register...]

I do not want to help .. because many people do not want to talk about this topic
But the test is not the result ... so if you know how to operate
Please help me.. I will wish you health and happiness
Well personally I'd recommend using the spawn class already added and just correct the 1-2 mistakes. That way monsters coords are setup properly including dmap checks and stuff but that's beside the point.

Guards are showing hp just fine for me using the spawn class.


Monster uids must be 300k-500k though could be part of the issue. The client differentiates between different server objects based on their uid (300-500k for mobs, 200k-300k sobs, anything less is npcs iirc.)
03/14/2011 16:34 262315610#3
Quote:
Originally Posted by pro4never View Post
Well personally I'd recommend using the spawn class already added and just correct the 1-2 mistakes. That way monsters coords are setup properly including dmap checks and stuff but that's beside the point.

Guards are showing hp just fine for me using the spawn class.


Monster uids must be 300k-500k though could be part of the issue. The client differentiates between different server objects based on their uid (300-500k for mobs, 200k-300k sobs, anything less is npcs iirc.)
I need a long time to learn your code, at least for now coding is very difficult for me ..
whatever thank you for your help
i'm resolved this question now ....
thank you my brother
03/27/2011 15:34 C# Coder#4
can u tell me where to place this :D