Hey guys,
Once again I need some help, I've created a Dynamic map system for Impulses source but I dont understand why its not working.
I'm doing
-Server startup create a dynamic map counter starting at 10,000;
-upon a command @dynamic it trys to create it
-The command calls a void called MakeDynamic()
-The void makes a ushort newid and the counter get inc by one and then the counter get copied onto newid;
-The Dynamic() void is then called-
-Dynamic void then searched through gamemap.dat to find the players current mapid(in my case 1002) when it finds it, it also finds the path
-It then adds the map to the server(dict and map class) with the newid but original path as the real id
-Upon teleport to the NEW id with the path of a current map it just sits at Connecting to gameserver please wait...
So im adding a new map like so:
But it insists in not working.
Once again I need some help, I've created a Dynamic map system for Impulses source but I dont understand why its not working.
I'm doing
-Server startup create a dynamic map counter starting at 10,000;
-upon a command @dynamic it trys to create it
-The command calls a void called MakeDynamic()
-The void makes a ushort newid and the counter get inc by one and then the counter get copied onto newid;
-The Dynamic() void is then called-
-Dynamic void then searched through gamemap.dat to find the players current mapid(in my case 1002) when it finds it, it also finds the path
-It then adds the map to the server(dict and map class) with the newid but original path as the real id
-Upon teleport to the NEW id with the path of a current map it just sits at Connecting to gameserver please wait...
So im adding a new map like so:
Code:
for (uint i = 0; i < MapCount; i++)
{
ushort BaseID = (ushort)BR.ReadUInt32();
string Path = Encoding.ASCII.GetString(BR.ReadBytes(BR.ReadInt32()));
Console.WriteLine("Dynamic: MapID Read: {0}", BaseID);
if (mapid == BaseID)
{
Game.Map D = new Game.Map(newid, Path);
ServerBase.Kernel.Maps.Add(newid, D);
Console.WriteLine(newid + " Is the ID");
return true;
}
BR.ReadInt32();
}