problem with npcs

01/27/2014 19:49 OverKill.#1
user.Send(new DataPacket
{
Id = user.UID,
Data1 = map,
Data2 = 0,
Timestamp = (uint)Environment.TickCount,
Action = DataAction.Teleport,
Data3Low = x,
Data3High = y,
Data4 = 0,
Data5 = 0,
});
user.Send(new DataPacket
{
Id = user.UID,
Data1 = map,
Data2 = 0,
Timestamp = (uint)Environment.TickCount,
Action = DataAction.ChangeMap,
Data3Low = x,
Data3High = y,
Data4 = 0,
Data5 = 0,
});

i've had huge problem cause of this which caught my attention, bear with me it's not really stupid

those are teleport command where at dynamic maps it doesn't show npcs and normal maps it does show npcs

from what i understand, those are 2 packets sent to the client which makes it change map and move coords to that in the paramaters, so how it could show npcs in tc and not at some dynamic map ?
01/28/2014 07:16 .Light#2
leave your post so that other people can read it, just in case they have the same issue.
01/28/2014 07:48 Spirited#3
Post recovered. If anyone is having this problem as well, let me know and I'll reopen this thread.
Regarding the question, there's a lot of packets that relate to map position. Map rules are usually sent with packet 1110, and also used to define dynamic maps. NPCs are completely controlled by the map loaded in. If NPCs exist for the map instance, or if NPCs are to be loaded in from an existing base map, then that map class instance will manage that pool of NPCs. Maps make up a very large and complex system in Conquer Online, not just two teleportation commands.