KO Count on player spawn

11/07/2014 10:12 donn#1
Ok, so KO count shows correctly if another player kills a mob while it's in your view, but on spawn, the KO count is initially showed as zero.

Does entity spawn packet presents some way so I can set the KO count to be displayed? Or what's the usual way to do this.
11/07/2014 11:22 turk55#2
As far as I know it is part of the kill packet. If you are using the projectx source, the data value is hardcoded 0 or should be. Simply change that value to kill count and it should work.
11/07/2014 11:57 donn#3
I changed that. And, as I said, it works if the other kills while you're seeing it. But, when the other enters your screen, initial KO count above his head is 0. Only after killing another mob that one is updated (naturally, since a new kill packet is send).

I just wonder how to see the KO count above the other player head with the current value right from spawn. Maybe sending a fake kill packet?
11/07/2014 12:07 turk55#4
It should just work by sending the kill packet. Can you show me what you have?

This is what I have:

11/07/2014 12:33 Aceking#5
Check Redux, there is a working KO count in there.
11/07/2014 14:17 donn#6
I have something similar;

In GameClient.cs

In Combat.cs

I've changed
Code:
(attacker as Entities.GameClient).Send(killpacket);
to
Code:
(attacker as Entities.GameClient).SendToScreen(killpacket,true);
so the others can see your KO count, when you're killing a mob.

Aceking, I'll check Redux, thanks. Or I'll see what I can do in spawn packet, to send a fake interact packet with the KO count from there, if the spawned client is OnXP.
11/07/2014 16:55 pro4never#7
Quote:
Originally Posted by donn View Post
I have something similar;

In GameClient.cs

In Combat.cs

I've changed
Code:
(attacker as Entities.GameClient).Send(killpacket);
to
Code:
(attacker as Entities.GameClient).SendToScreen(killpacket,true);
so the others can see your KO count, when you're killing a mob.

Aceking, I'll check Redux, thanks. Or I'll see what I can do in spawn packet, to send a fake interact packet with the KO count from there, if the spawned client is OnXP.
That's what happens on official conquer. If you first go on screen of someone with a KO count it shows as 0 till they kill something IIRC.

The client only knows your KO count when you actually kill a monster and the kill packet is sent (to screen)
11/07/2014 17:48 donn#8
Looks like I tend to think further then TQ does then.