[Guide]sending map effects using client side

04/15/2012 18:26 2slam#1
simply creat a new npc place it where ever u want the effect to be

like that


Code:
INSERT INTO `npcs` VALUES ('3000110', 'equipupg', '0002', '9990', '1036', '0184', '0206');
then in ur ini/npc.ini

place some thing like that

Code:
[FONT=Tahoma][SIZE=2][COLOR=Navy][NpcType999]
Name=[COLOR=Red].[/COLOR] // not to show the npc name
SimpleObjID=266
StandByMotion=9992660100
BlazeMotion=9992660102
RestMotion=9992660101
Effect=equipment_upg // effect id
ASB=5
ADB=6
FixDir=0
ZoomPercent=1[/COLOR][/SIZE][/FONT] // to make the npc some kinda invisble
the result :

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that's it :D
04/15/2012 19:14 ×Holo#2
Great release mate! keepitup.
04/15/2012 19:38 DyjgK64J451Jhv0#3
good as fuck ! :D
well the point is , no one will be able to stand on the npc (effect) which force me to use server side effects on some events :(
04/15/2012 19:39 diedwarrior#4
For some reason i dont have equipment_upg, in my 3deffect, mind giving me the lines ?
04/15/2012 20:42 2slam#5
well u can stand upon the effect
if u hav'nt the effect coded simply download conquer latest dbcs [3deffect,3dobj,3dtexture]
04/15/2012 20:53 pro4never#6
... this seems silly...

You're editing the client (user must patch before seeing effect) and still have to send a packet every time you want the client to see the effect....

Why not just skip the client edit and just make a database of ground effects to be displayed and use the normal string packet to make it show when the user comes in range?

Also solves the walking problem.
04/15/2012 21:03 Angellinho#7
Your Market looks like hell.
04/15/2012 21:41 2slam#8
Quote:
Originally Posted by pro4never View Post
... this seems silly...

You're editing the client (user must patch before seeing effect) and still have to send a packet every time you want the client to see the effect....

Why not just skip the client edit and just make a database of ground effects to be displayed and use the normal string packet to make it show when the user comes in range?

Also solves the walking problem.
PHP Code:
byte[] date = new byte[32] { 0x18 ,0x00 ,0x4D ,0x04 ,0x90 ,0x1F ,0x0F ,0x00 ,0x2C ,0x03 ,0x00 ,0x00 ,0xB9 ,0x00 ,0xCC ,0x00 ,0x00 ,0x00 ,0x0B ,0x00 ,0x00 ,0x 00 ,0x00 ,0x00 ,0x54 ,0x51 ,0x53 ,0 x65 ,0x72 ,0x76 ,0x65 ,0x72 };
foreach (
Client.GameState pclient in ServerBase.Kernel.GamePool.Values )
{
if (
ServerBase.Kernel.GetDistance (pclient.Entity.Xpclient.Entity.Y184205) < 17 && !pclient.Effect) { pclient.Effect true; if (pclient.Entity.MapID == 1036pclient.Send(date); }
else
{
if (
ServerBase.Kernel.GetDistance (pclient.Entity.Xpclient.Entity.Y184205) > 17) { pclient.Effect false; }

but i like editing the client way more

Quote:
Originally Posted by Angellinho View Post
Your Market looks like hell.
Zatoichi's
04/16/2012 00:43 pro4never#9
You're creating twice as much work for yourself editing the client this way....

If you write a few lines of code to the source so that the screen system handles floor effects properly then you can skip all your steps you have in your guide except for the sql query and it works EXACTLY the same as you have it here... except there's no reason (ever) to edit client. You're doing the same work server and database side in your example but ALSO doing extra in client. It's pointless.
04/16/2012 02:48 dego4ever#10
best way to add map effect by client @ [ini/region.ini]
04/17/2012 07:45 -Sensei-#11
Your market rocks ^^
04/18/2012 21:19 2slam#12
Quote:
Originally Posted by -Sensei- View Post
Your market rocks ^^
well actually its zatoichi's and his team :D

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