[Release]Arena 6 Rooms PVP SS & FB Only, For Public Sources [5530+]

10/12/2013 01:33 GameHackerPM#1
Arena Rooms PVP SS & FB Only

I won't talk a lot, the video will talk itself! :D



[How To Add]

Game/Entity.cs
Search for this code:

Code:
#region Variables
Add these codes after ^^^ :
Code:
public Time32 WaitingTimeFB;
        public Time32 WinnerWaiting;
        public bool aWinner = false;
ServerBase/Constants.cs
Search for this code:
Code:
public static readonly System.Collections.Generic.List<ulong> PKForbiddenMaps
Add these codes after ^^^ ::
Code:
public static readonly System.Collections.Generic.List<ulong> FBandSSEvent = new System.Collections.Generic.List<ulong>()
        {
            1543,
            1544,
            1545,
            1546,
            1547,
            1548
        };
Game/Attacking/Calculate.cs
Search for these codes:
Code:
public static uint Melee(Entity attacker, Entity attacked, Database.SpellInformation spell, ref Attack Packet)
        {
           
            int Damage = 0;
Add these codes after "int Damage = 0;":
Code:
if (ServerBase.Constants.FBandSSEvent.Contains(attacker.MapID)) //FB and SS only!
            {
                Damage = (int)attacked.Hitpoints + 1;
                return (uint)Damage;
            }
Game/Attacking/Handle.cs
Search for these codes :
Code:
public static bool CanUseSpell(Database.SpellInformation spell, Client.GameState client)
        {
            if (client.WatchingGroup != null)
                return false;
Add these codes after "return false;" :
Code:
if (ServerBase.Constants.FBandSSEvent.Contains(client.Entity.MapID))
            {
                if (spell.ID != 1045 && spell.ID != 1046)//SS and FB only to attack!
                {
                    client.Send(new Message("You can't use any skills here Except FB And SS!", System.Drawing.Color.Red, 0x7dc));
                    return false;
                }
            }
Database/EntityTable.cs
Search for this code:
Code:
          if (client.Map.BaseID == 1844)
                {
                    client.Entity.MapID = 1002;
                    client.Entity.X = 428;
                    client.Entity.Y = 378;
                }
Add these code after ^^^ :
Code:
         if (ServerBase.Constants.FBandSSEvent.Contains(client.Entity.MapID)) //FB and SS only! 
                { 
                    client.Entity.MapID = 1002;
                    client.Entity.X = 428;
                    client.Entity.Y = 378;
                }
Program.cs
Search for this code.. (ShekoProject is the name of a project, before you search on the code, Change it to the Name of your project (Ex : Conquer_Online_Server ... etc)
Code:
using ShekoProject.ServerBase;
If you didn't find it, then add it. (Don't forget to change the name of the project)

In the same file, search for this code:
Code:
public static ServerBase.Threads SystemMessages = new ServerBase.Threads(1000);
Add these codes after ^^^ :
Code:
        public static bool Room1 = false;
        public static bool Room2 = false;
        public static bool Room3 = false;
        public static bool Room4 = false;
        public static bool Room5 = false;
        public static bool Room6 = false;
        public static uint Room1Price = 0;
        public static uint Room2Price = 0;
        public static uint Room3Price = 0;
        public static uint Room4Price = 0;
        public static uint Room5Price = 0;
        public static uint Room6Price = 0;
        public static ServerBase.Threads GHRooms = new ServerBase.Threads(1000);
Then in the same file, Search for this code:
Code:
ServerStuff.Execute += new Action(ServerStuff_Execute);
            ServerStuff.Start();
Add these codes after ^^^ :
Code:
GHRooms.Execute += new Action(GHRooms_Execute);
            GHRooms.Start();
It will give you an error, No Problem, Continue...
In the same file, Search for this code:
Code:
static void ServerStuff_Execute()
        {
Add these codes before ^^^ :
Code:
static void GHRooms_Execute()
        {
            #region Rooms FBandSS
            #region Room1
            if (Room1 == false)
            {
                int entered1 = 0;
                foreach (Client.GameState Player in ServerBase.Kernel.GamePool.Values)
                {
                    if (Player.Entity.MapID == 1543 && (!Player.Entity.Dead))
                    {
                        entered1++;
                    }
                }
                if (entered1 > 1)
                {
                    Room1 = true;
                }
                else if (entered1 == 1)
                {
                    foreach (Client.GameState Player in ServerBase.Kernel.GamePool.Values)
                    {
                        if (Player.Entity.MapID == 1543 && (!Player.Entity.Dead))
                        {
                            if (Time32.Now > Player.Entity.WaitingTimeFB.AddSeconds(20))
                            {
                                Player.Entity.ConquerPoints += Room1Price;
                                Room1Price = 0;
                                Player.Entity.Teleport(1002, 427, 378);
                            }
                        }
                    }
                }
            }
            else
            {
                int alive1 = 0;
                foreach (Client.GameState Player in ServerBase.Kernel.GamePool.Values)
                {
                    if (Player.Entity.MapID == 1543 && (!Player.Entity.Dead))
                    {
                        alive1++;
                    }
                }
                if (alive1 == 1)
                {
                    foreach (Client.GameState Player in ServerBase.Kernel.GamePool.Values)
                    {
                        if (Player.Entity.MapID == 1543)
                        {
                            if (!Player.Entity.Dead)//winner
                            {
                                Player.Entity.ConquerPoints += Room1Price * 2;
                                Player.Entity.WaitingTimeFB = Time32.Now;
                                Room1 = false;
                                Kernel.SendWorldMessage(new Network.GamePackets.Message(string.Concat(new object[] { "Congratulations! ", Player.Entity.Name, " has won ", Room1Price * 2, " CPs FB/SS in Room 1." }), System.Drawing.Color.Black, 0x7db), Kernel.GamePool.Values);
                                Room1Price = 0;
                                _String str = new _String(true)
                                {
                                    UID = Player.Entity.UID,
                                    TextsCount = 1,
                                    Type = 10
                                };
                                str.Texts.Add("sports_victory");
                                Player.SendScreen(str, true);
                                Player.Entity.WinnerWaiting = Time32.Now;
                                Player.Entity.aWinner = true;
                            }
                            else//loser
                            {
                                Player.Entity.Teleport(1002, 439, 392);
                                
                                _String str = new _String(true)
                                {
                                    UID = Player.Entity.UID,
                                    TextsCount = 1,
                                    Type = 10
                                };
                                str.Texts.Add("sports_failure");
                                Player.SendScreen(str, true);
                                Player.Entity.Action = Game.Enums.ConquerAction.None;
                                Player.ReviveStamp = Time32.Now;
                                Player.Attackable = false;

                                Player.Entity.TransformationID = 0;
                                Player.Entity.RemoveFlag(Update.Flags.Dead);
                                Player.Entity.RemoveFlag(Update.Flags.Ghost);
                                Player.Entity.Hitpoints = Player.Entity.MaxHitpoints;

                                Player.Entity.Ressurect();
                            }
                        }
                    }
                }
            }
            #endregion
            #region Room2
            if (Room2 == false)
            {
                int entered2 = 0;
                foreach (Client.GameState Player in ServerBase.Kernel.GamePool.Values)
                {
                    if (Player.Entity.MapID == 1544 && (!Player.Entity.Dead))
                    {
                        entered2++;
                    }
                }
                if (entered2 > 1)
                {
                    Room2 = true;
                }
                else if (entered2 == 1)
                {
                    foreach (Client.GameState Player in ServerBase.Kernel.GamePool.Values)
                    {
                        if (Player.Entity.MapID == 1544 && (!Player.Entity.Dead))
                        {
                            if (Time32.Now > Player.Entity.WaitingTimeFB.AddSeconds(20))
                            {
                                Player.Entity.ConquerPoints += Room2Price;
                                Room2Price = 0;
                                Player.Entity.Teleport(1002, 427, 378);
                            }
                        }
                    }
                }
            }
            else
            {
                int alive2 = 0;
                foreach (Client.GameState Player in ServerBase.Kernel.GamePool.Values)
                {
                    if (Player.Entity.MapID == 1544 && (!Player.Entity.Dead))
                    {
                        alive2++;
                    }
                }
                if (alive2 == 1)
                {
                    foreach (Client.GameState Player in ServerBase.Kernel.GamePool.Values)
                    {
                        if (Player.Entity.MapID == 1544)
                        {
                            if (!Player.Entity.Dead)//winner
                            {
                                Player.Entity.ConquerPoints += Room2Price * 2;
                                Player.Entity.WaitingTimeFB = Time32.Now;
                                Room2 = false;
                                Kernel.SendWorldMessage(new Network.GamePackets.Message(string.Concat(new object[] { "Congratulations! ", Player.Entity.Name, " has won ", Room2Price * 2, " CPs FB/SS in Room 2." }), System.Drawing.Color.Black, 0x7db), Kernel.GamePool.Values);
                                Room2Price = 0;
                                _String str = new _String(true)
                                {
                                    UID = Player.Entity.UID,
                                    TextsCount = 1,
                                    Type = 10
                                };
                                str.Texts.Add("sports_victory");
                                Player.SendScreen(str, true);
                                Player.Entity.WinnerWaiting = Time32.Now;
                                Player.Entity.aWinner = true;
                            }
                            else//loser
                            {
                                Player.Entity.Teleport(1002, 439, 392);
                                _String str = new _String(true)
                                {
                                    UID = Player.Entity.UID,
                                    TextsCount = 1,
                                    Type = 10
                                };
                                str.Texts.Add("sports_failure");
                                Player.SendScreen(str, true);
                                Player.Entity.Action = Game.Enums.ConquerAction.None;
                                Player.ReviveStamp = Time32.Now;
                                Player.Attackable = false;

                                Player.Entity.TransformationID = 0;
                                Player.Entity.RemoveFlag(Update.Flags.Dead);
                                Player.Entity.RemoveFlag(Update.Flags.Ghost);
                                Player.Entity.Hitpoints = Player.Entity.MaxHitpoints;

                                Player.Entity.Ressurect();
                            }
                        }
                    }
                }
            }
            #endregion
            #region Room3
            if (Room3 == false)
            {
                int entered3 = 0;
                foreach (Client.GameState Player in ServerBase.Kernel.GamePool.Values)
                {
                    if (Player.Entity.MapID == 1545 && (!Player.Entity.Dead))
                    {
                        entered3++;
                    }
                }
                if (entered3 > 1)
                {
                    Room3 = true;
                }
                else if (entered3 == 1)
                {
                    foreach (Client.GameState Player in ServerBase.Kernel.GamePool.Values)
                    {
                        if (Player.Entity.MapID == 1545 && (!Player.Entity.Dead))
                        {
                            if (Time32.Now > Player.Entity.WaitingTimeFB.AddSeconds(20))
                            {
                                Player.Entity.ConquerPoints += Room3Price;
                                Room3Price = 0;
                                Player.Entity.Teleport(1002, 427, 378);
                            }
                        }
                    }
                }
            }
            else
            {
                int alive3 = 0;
                foreach (Client.GameState Player in ServerBase.Kernel.GamePool.Values)
                {
                    if (Player.Entity.MapID == 1545 && (!Player.Entity.Dead))
                    {
                        alive3++;
                    }
                }
                if (alive3 == 1)
                {
                    foreach (Client.GameState Player in ServerBase.Kernel.GamePool.Values)
                    {
                        if (Player.Entity.MapID == 1545)
                        {
                            if (!Player.Entity.Dead)//winner
                            {
                                Player.Entity.ConquerPoints += Room3Price * 2;
                                Player.Entity.WaitingTimeFB = Time32.Now;
                                Room3 = false;
                                Kernel.SendWorldMessage(new Network.GamePackets.Message(string.Concat(new object[] { "Congratulations! ", Player.Entity.Name, " has won ", Room3Price * 2, " CPs FB/SS in Room 3." }), System.Drawing.Color.Black, 0x7db), Kernel.GamePool.Values);
                                Room3Price = 0;
                                _String str = new _String(true)
                                {
                                    UID = Player.Entity.UID,
                                    TextsCount = 1,
                                    Type = 10
                                };
                                str.Texts.Add("sports_victory");
                                Player.SendScreen(str, true);
                                Player.Entity.WinnerWaiting = Time32.Now;
                                Player.Entity.aWinner = true;
                            }
                            else//loser
                            {
                                Player.Entity.Teleport(1002, 439, 392);
                                _String str = new _String(true)
                                {
                                    UID = Player.Entity.UID,
                                    TextsCount = 1,
                                    Type = 10
                                };
                                str.Texts.Add("sports_failure");
                                Player.SendScreen(str, true);
                                Player.Entity.Action = Game.Enums.ConquerAction.None;
                                Player.ReviveStamp = Time32.Now;
                                Player.Attackable = false;

                                Player.Entity.TransformationID = 0;
                                Player.Entity.RemoveFlag(Update.Flags.Dead);
                                Player.Entity.RemoveFlag(Update.Flags.Ghost);
                                Player.Entity.Hitpoints = Player.Entity.MaxHitpoints;

                                Player.Entity.Ressurect();
                            }
                        }
                    }
                }
            }
            #endregion
            #region Room4
            if (Room4 == false)
            {
                int entered4 = 0;
                foreach (Client.GameState Player in ServerBase.Kernel.GamePool.Values)
                {
                    if (Player.Entity.MapID == 1546 && (!Player.Entity.Dead))
                    {
                        entered4++;
                    }
                }
                if (entered4 > 1)
                {
                    Room4 = true;
                }
                else if (entered4 == 1)
                {
                    foreach (Client.GameState Player in ServerBase.Kernel.GamePool.Values)
                    {
                        if (Player.Entity.MapID == 1546 && (!Player.Entity.Dead))
                        {
                            if (Time32.Now > Player.Entity.WaitingTimeFB.AddSeconds(20))
                            {
                                Player.Entity.ConquerPoints += Room4Price;
                                Room4Price = 0;
                                Player.Entity.Teleport(1002, 427, 378);
                            }
                        }
                    }
                }
            }
            else
            {
                int alive4 = 0;
                foreach (Client.GameState Player in ServerBase.Kernel.GamePool.Values)
                {
                    if (Player.Entity.MapID == 1546 && (!Player.Entity.Dead))
                    {
                        alive4++;
                    }
                }
                if (alive4 == 1)
                {
                    foreach (Client.GameState Player in ServerBase.Kernel.GamePool.Values)
                    {
                        if (Player.Entity.MapID == 1546)
                        {
                            if (!Player.Entity.Dead)//winner
                            {
                                Player.Entity.ConquerPoints += Room4Price * 2;
                                Player.Entity.WaitingTimeFB = Time32.Now;
                                Room4 = false;
                                Kernel.SendWorldMessage(new Network.GamePackets.Message(string.Concat(new object[] { "Congratulations! ", Player.Entity.Name, " has won ", Room4Price * 2, " CPs FB/SS in Room 4." }), System.Drawing.Color.Black, 0x7db), Kernel.GamePool.Values);
                                Room4Price = 0;
                                _String str = new _String(true)
                                {
                                    UID = Player.Entity.UID,
                                    TextsCount = 1,
                                    Type = 10
                                };
                                str.Texts.Add("sports_victory");
                                Player.SendScreen(str, true);
                                Player.Entity.WinnerWaiting = Time32.Now;
                                Player.Entity.aWinner = true;
                            }
                            else//loser
                            {
                                Player.Entity.Teleport(1002, 439, 392);
                                _String str = new _String(true)
                                {
                                    UID = Player.Entity.UID,
                                    TextsCount = 1,
                                    Type = 10
                                };
                                str.Texts.Add("sports_failure");
                                Player.SendScreen(str, true);
                                Player.Entity.Action = Game.Enums.ConquerAction.None;
                                Player.ReviveStamp = Time32.Now;
                                Player.Attackable = false;

                                Player.Entity.TransformationID = 0;
                                Player.Entity.RemoveFlag(Update.Flags.Dead);
                                Player.Entity.RemoveFlag(Update.Flags.Ghost);
                                Player.Entity.Hitpoints = Player.Entity.MaxHitpoints;

                                Player.Entity.Ressurect();
                            }
                        }
                    }
                }
            }
            #endregion
            #region Room5
            if (Room5 == false)
            {
                int entered5 = 0;
                foreach (Client.GameState Player in ServerBase.Kernel.GamePool.Values)
                {
                    if (Player.Entity.MapID == 1547 && (!Player.Entity.Dead))
                    {
                        entered5++;
                    }
                }
                if (entered5 > 1)
                {
                    Room5 = true;
                }
                else if (entered5 == 1)
                {
                    foreach (Client.GameState Player in ServerBase.Kernel.GamePool.Values)
                    {
                        if (Player.Entity.MapID == 1547 && (!Player.Entity.Dead))
                        {
                            if (Time32.Now > Player.Entity.WaitingTimeFB.AddSeconds(20))
                            {
                                Player.Entity.ConquerPoints += Room5Price;
                                Room5Price = 0;
                                Player.Entity.Teleport(1002, 427, 378);
                            }
                        }
                    }
                }
            }
            else
            {
                int alive5 = 0;
                foreach (Client.GameState Player in ServerBase.Kernel.GamePool.Values)
                {
                    if (Player.Entity.MapID == 1547 && (!Player.Entity.Dead))
                    {
                        alive5++;
                    }
                }
                if (alive5 == 1)
                {
                    foreach (Client.GameState Player in ServerBase.Kernel.GamePool.Values)
                    {
                        if (Player.Entity.MapID == 1547)
                        {
                            if (!Player.Entity.Dead)//winner
                            {
                                Player.Entity.ConquerPoints += Room5Price * 2;
                                Player.Entity.WaitingTimeFB = Time32.Now;
                                Room5 = false;
                                Kernel.SendWorldMessage(new Network.GamePackets.Message(string.Concat(new object[] { "Congratulations! ", Player.Entity.Name, " has won ", Room5Price * 2, " CPs FB/SS in Room 5." }), System.Drawing.Color.Black, 0x7db), Kernel.GamePool.Values);
                                Room5Price = 0;
                                _String str = new _String(true)
                                {
                                    UID = Player.Entity.UID,
                                    TextsCount = 1,
                                    Type = 10
                                };
                                str.Texts.Add("sports_victory");
                                Player.SendScreen(str, true);
                                Player.Entity.WinnerWaiting = Time32.Now;
                                Player.Entity.aWinner = true;
                            }
                            else//loser
                            {
                                Player.Entity.Teleport(1002, 439, 392);
                                _String str = new _String(true)
                                {
                                    UID = Player.Entity.UID,
                                    TextsCount = 1,
                                    Type = 10
                                };
                                str.Texts.Add("sports_failure");
                                Player.SendScreen(str, true);
                                Player.Entity.Action = Game.Enums.ConquerAction.None;
                                Player.ReviveStamp = Time32.Now;
                                Player.Attackable = false;

                                Player.Entity.TransformationID = 0;
                                Player.Entity.RemoveFlag(Update.Flags.Dead);
                                Player.Entity.RemoveFlag(Update.Flags.Ghost);
                                Player.Entity.Hitpoints = Player.Entity.MaxHitpoints;

                                Player.Entity.Ressurect();
                            }
                        }
                    }
                }
            }
            #endregion
            #region Room6
            if (Room6 == false)
            {
                int entered6 = 0;
                foreach (Client.GameState Player in ServerBase.Kernel.GamePool.Values)
                {
                    if (Player.Entity.MapID == 1548 && (!Player.Entity.Dead))
                    {
                        entered6++;
                    }
                }
                if (entered6 > 1)
                {
                    Room6 = true;
                }
                else if (entered6 == 1)
                {
                    foreach (Client.GameState Player in ServerBase.Kernel.GamePool.Values)
                    {
                        if (Player.Entity.MapID == 1548 && (!Player.Entity.Dead))
                        {
                            if (Time32.Now > Player.Entity.WaitingTimeFB.AddSeconds(20))
                            {
                                Player.Entity.ConquerPoints += Room6Price;
                                Room6Price = 0;
                                Player.Entity.Teleport(1002, 427, 378);
                            }
                        }
                    }
                }
            }
            else
            {
                int alive6 = 0;
                foreach (Client.GameState Player in ServerBase.Kernel.GamePool.Values)
                {
                    if (Player.Entity.MapID == 1548 && (!Player.Entity.Dead))
                    {
                        alive6++;
                    }
                }
                if (alive6 == 1)
                {
                    foreach (Client.GameState Player in ServerBase.Kernel.GamePool.Values)
                    {
                        if (Player.Entity.MapID == 1548)
                        {
                            if (!Player.Entity.Dead)//winner
                            {
                                Player.Entity.ConquerPoints += Room6Price * 2;
                                Player.Entity.WaitingTimeFB = Time32.Now;
                                Room6 = false;
                                Kernel.SendWorldMessage(new Network.GamePackets.Message(string.Concat(new object[] { "Congratulations! ", Player.Entity.Name, " has won ", Room6Price * 2, " CPs FB/SS in Room 6." }), System.Drawing.Color.Black, 0x7db), Kernel.GamePool.Values);
                                Room6Price = 0;
                                _String str = new _String(true)
                                {
                                    UID = Player.Entity.UID,
                                    TextsCount = 1,
                                    Type = 10
                                };
                                str.Texts.Add("sports_victory");
                                Player.SendScreen(str, true);
                                Player.Entity.WinnerWaiting = Time32.Now;
                                Player.Entity.aWinner = true;
                            }
                            else//loser
                            {
                                Player.Entity.Teleport(1002, 439, 392);
                                _String str = new _String(true)
                                {
                                    UID = Player.Entity.UID,
                                    TextsCount = 1,
                                    Type = 10
                                };
                                str.Texts.Add("sports_failure");
                                Player.SendScreen(str, true);
                                Player.Entity.Action = Game.Enums.ConquerAction.None;
                                Player.ReviveStamp = Time32.Now;
                                Player.Attackable = false;

                                Player.Entity.TransformationID = 0;
                                Player.Entity.RemoveFlag(Update.Flags.Dead);
                                Player.Entity.RemoveFlag(Update.Flags.Ghost);
                                Player.Entity.Hitpoints = Player.Entity.MaxHitpoints;

                                Player.Entity.Ressurect();
                            }
                        }
                    }
                }
            }
            #endregion
            #endregion
        }
The Error Fixed ^_^...

In the same file search for this code :
Code:
#region Minning
Add these codes before ^^^ :
Code:
#region Winners for FB and SS
                            if (client.Entity.aWinner == true)
                            {
                                if (Time32.Now > client.Entity.WinnerWaiting.AddSeconds(2))
                                {
                                   /* switch (client.Entity.MapID)
                                    {
                                        case 1543://room 1
                                            {
                                                Room1 = false;
                                                break;
                                            }
                                        case 1544://room 2
                                            {
                                                Room2 = false;
                                                break;
                                            }
                                        case 1545://room 3
                                            {
                                                Room3 = false;
                                                break;
                                            }
                                        case 1546://room 4
                                            {
                                                Room4 = false;
                                                break;
                                            }
                                        case 1547://room 5
                                            {
                                                Room5 = false;
                                                break;
                                            }
                                        case 1548://room 6
                                            {
                                                Room6 = false;
                                                break;
                                            }
                                    }*/
                                    client.Entity.Teleport(1002, 439, 384);
                                    client.Entity.aWinner = false;
                                }
                            }
                            #endregion
We have just finished work in Program.cs file.


Now let's add our NPC >> NPCS.cs
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I know that there will be some replies.... You know ! :)
And for who will say it inc and it's suck system, bad codes ... bla bla bla!
Please know that i can make it better than this.. (Specially My friend "SuperAids")

Regards,
Ahmed GameHackerPM!
10/12/2013 02:52 turk55#2
Why not use dynamic maps ?
10/12/2013 03:06 TurtleTAco#3
lol "pet the amount of cps to start".

I dont get why egyptians have such a hard time seperating the p from the b; circle on top and circle on bottom:mofo:

B and P; Titties and Tounge.

And Id love to see something like this in the real CO, though first they`d have to find a way to destroy the aimbots.
10/12/2013 06:01 U2_Caparzo#4
Quote:
Originally Posted by TurtleTAco View Post
lol "pet the amount of cps to start".

I dont get why egyptians have such a hard time seperating the p from the b; circle on top and circle on bottom:mofo:

B and P; Titties and Tounge.

And Id love to see something like this in the real CO, though first they`d have to find a way to destroy the aimbots.
i'd love to see the aimbots destroying CO or that they dont make of CO3 a pay to win game, at least not how it's now, wathever happen first even if the second won't ever happen haha
10/12/2013 08:27 GameHackerPM#5
Quote:
Originally Posted by turk55 View Post
Why not use dynamic maps ?
Because i made it like Rooms 5095 !! It's easy to make it dynamic! <<
Quote:
Originally Posted by TurtleTAco View Post
lol "pet the amount of cps to start".

I dont get why egyptians have such a hard time seperating the p from the b; circle on top and circle on bottom:mofo:

B and P; Titties and Tounge.

And Id love to see something like this in the real CO, though first they`d have to find a way to destroy the aimbots.
Great << :mad: You left the whole topic and comment on this! P and B! :)
I know what's the difference well! Don't need your explaintion to know! >

You guys hate most of Egyptians, maybe all! But know something, your fingers are not alike. (And people are not alike) :rolleyes:
10/12/2013 08:42 Spirited#6
Quote:
Originally Posted by GameHacker-PM- View Post
Because i made it like Rooms 5095 !! It's easy to make it dynamic! <<


Great << :mad: You left the whole topic and comment on this! P and B! :)
I know what's the difference well! Don't need your explaintion to know! >

You guys hate most of Egyptians, maybe all! But know something, your fingers are not alike. (And people are not alike) :rolleyes:
Sometimes it's better to build on older ideas. Dynamic maps would have been a much better implementation of this, one that wasn't known or used in the older public sources. Regarding your comment about the spelling... it's a bit out of proportion to claim everyone hates Egyptians just because we corrected your spelling, don't you think? Simple improvements that enhance the quality of your release - I mean, I'm sure you don't want your players to pet their cps to start your system.
10/12/2013 10:21 TurtleTAco#7
Quote:
Originally Posted by U2_Caparzo View Post
i'd love to see the aimbots destroying CO or that they dont make of CO3 a pay to win game, at least not how it's now, wathever happen first even if the second won't ever happen haha
Well then I hope you stay the fuck out of CO, pardon my french.

Quote:
Originally Posted by GameHacker-PM- View Post
Because i made it like Rooms 5095 !! It's easy to make it dynamic! <<


Great << :mad: You left the whole topic and comment on this! P and B! :)
I know what's the difference well! Don't need your explaintion to know! >

You guys hate most of Egyptians, maybe all! But know something, your fingers are not alike. (And people are not alike) :rolleyes:
I got the finger of enlightenment:bandit:

And no I dont hate egyptians. Best name Ive seen yet; pop marley:D
10/12/2013 13:18 GameHackerPM#8
Quote:
Originally Posted by Fang View Post
Sometimes it's better to build on older ideas. Dynamic maps would have been a much better implementation of this, one that wasn't known or used in the older public sources. Regarding your comment about the spelling... it's a bit out of proportion to claim everyone hates Egyptians just because we corrected your spelling, don't you think? Simple improvements that enhance the quality of your release - I mean, I'm sure you don't want your players to pet their cps to start your system.
OKay, thanks for your reply! I see that it's better to be Dynamic Maps.. But as i said i just made it like the old one, For Pet and Bet .. :)) Well we all can speak English well, for who will add it to his source, you can just re-write this letter :) (From P to B)! DonE! :D
Quote:
Originally Posted by TurtleTAco View Post
I got the finger of enlightenment:bandit:

And no I dont hate egyptians. Best name Ive seen yet; pop marley:D
..... No comment ! You could edit to me this letter with a better way! >> :handsdown:
10/12/2013 13:37 Yupmoh#9
Quote:
Originally Posted by TurtleTAco View Post
lol "pet the amount of cps to start".

I dont get why egyptians have such a hard time seperating the p from the b; circle on top and circle on bottom:mofo:

B and P; Titties and Tounge.
It really matters yea? I know many egyptians that are actually fluent in English more than alot of foreigners out there

On topic: Fang is right, Using Dynamic Maps is much better.
10/12/2013 19:53 U2_Caparzo#10
Quote:
Originally Posted by TurtleTAco View Post
Well then I hope you stay the fuck out of CO, pardon my french.
I do, at least from the official, mainly because anyone who buy some cps gets OP against ppl who prefers waste the money in more useful things, thanks(?) :rolleyes:
10/12/2013 21:03 GameHackerPM#11
Thanks guys for reply! Then you think that's a useless one, Right?!
I see everyone just talk about other things .. You say it would be better if it was with dynamic maps, That's mean that this is useless except with dynamic maps, or maybe with it?!

Poll Added << Please vote!!
10/12/2013 21:58 Spirited#12
Quote:
Originally Posted by GameHacker-PM- View Post
Thanks guys for reply! Then you think that's a useless one, Right?!
I see everyone just talk about other things .. You say it would be better if it was with dynamic maps, That's mean that this is useless except with dynamic maps, or maybe with it?!

Poll Added << Please vote!!
There's no reason to get heated, it's only constructive criticism. There really is a lot of improvement for that source. It's to be expected that the releases for that source are just as messy, although you've managed to keep it somewhat organized. Yes, dynamic maps would have been a better implementation, and that's what is used in the arena system on the current patches; however, it doesn't mean that your release is useless - it just means that it has a maximum capacity. That might be just fine if you're a small server. I don't see any queue system, so that could be a problem if a lot of players are in one room. The checks for everyone on the server could be cleaned up as well, but maybe the source doesn't currently support that.

Going back to improvement though, progress is a good thing. Nobody here is calling you a bad programmer because you didn't implement it one way over another, we're just giving you advice. You can take up the advice and look into dynamic maps to improve your system, or you can ignore our advice. There's no need to really fix something that isn't broken - if it works for your server and that's the way you like it, then who are we to say otherwise?
10/13/2013 09:37 GameHackerPM#13
Quote:
Originally Posted by Fang View Post
There's no reason to get heated, it's only constructive criticism. There really is a lot of improvement for that source. It's to be expected that the releases for that source are just as messy, although you've managed to keep it somewhat organized. Yes, dynamic maps would have been a better implementation, and that's what is used in the arena system on the current patches; however, it doesn't mean that your release is useless - it just means that it has a maximum capacity. That might be just fine if you're a small server. I don't see any queue system, so that could be a problem if a lot of players are in one room. The checks for everyone on the server could be cleaned up as well, but maybe the source doesn't currently support that.

Going back to improvement though, progress is a good thing. Nobody here is calling you a bad programmer because you didn't implement it one way over another, we're just giving you advice. You can take up the advice and look into dynamic maps to improve your system, or you can ignore our advice. There's no need to really fix something that isn't broken - if it works for your server and that's the way you like it, then who are we to say otherwise?
I understand.. Thanks for advice. I already made it dynamic maps, and better system with it's own Class and with Thread Start for some voids! And choose if want all skills or just FB & SS .. I think i got it fully fixed. With fixing all bugs! I respect your opinion. This release i just put it as the first simple work! I made it in just few minutes! And for maybe more than 2 chars can enter a room, that's impossible! :).

Thanks very much! :handsdown:
10/22/2013 13:56 GameHackerPM#14
Quote:
Originally Posted by Y u k i View Post
Just an advice, look out if you´re working with threads and dont use too many of them. Our source is highly multithreaded (runs really fast and well) but we also run into sync issues every now and then.
Thanks for your advice! :rolleyes:
10/22/2013 17:47 Spirited#15
Quote:
Originally Posted by Y u k i View Post
Just an advice, look out if you´re working with threads and dont use too many of them. Our source is highly multithreaded (runs really fast and well) but we also run into sync issues every now and then.
That's actually quite the misconception. A source that's highly multithreaded will run very slowly because all threads (assuming that they're processing client data) will be requesting that they be processed at the same time. It won't scale well because the computer can only handle a certain amount of threads at a time, given the amount of processors you have and the technology in use. I have 8 logical cores, so I try to keep my server under 16 threads. Multithreading is good, but you should keep your thread count as small as possible. Synchronizing threads is a problem as well, yes - for threads that change client data.