That would be a good idea for the server, Mana Enchants. Maybe trojans/warriors could enchant their items and learn thunder or something to make it easier (especially for warriors) in pvp. IMO that would be a good idea.
w00t to me!
I have now, with modifying of the original selector code, been able to implement NPCs. Currently, I have only tested with the guard. Also, the character remains on the map no matter how far I stray from it.
However, after I disconnect, it is gone. And also, I lose the ability to use /scroll, so im not sure if it works after that or not. Im going to keep testing it, Ideo, and anyone in etc that would like to know how I did it, PM me. Ill post some screens later.
Edit:
Unforuntately, how this code is written, the NPC will NOT stick after you scroll out of the map, it will only stick IF you REMAIN on the SAME map.
Ideo, this is how it also is with the Selector method, they only stay if Selector is on the same map, if you scroll, they disappear.
Another idea I would have, would be in the World.Cs where it has "The clients here will not see the jumper, a spawn must occur. I think that would work, just let me know if you think so too or no.
Also, this effect is CLIENT side. Same as selector. Hmm.
Anyhow, here is a screen for anyone who cares.
Sorry for the second huge *** post but, i just started my server and got a strage error while debugging:
ive got text and a picture
System.NullReferenceException was unhandled
Message="Object reference not set to an instance of an object."
Source="CO Full Server"
StackTrace:
at CO_Full_Server.frmMain.DisconnectClient() in C:\Documents and Settings\@Home\Bureaublad\CO Server\CO Server\CO Full Server\frmMain.cs:line 519
at System.Threading.ThreadHelper.ThreadStart_Context( Object state)
at System.Threading.ExecutionContext.Run(ExecutionCon text executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
here ive made a file with all command to the server for the noobs(like me) and ive put in all the updates so far even got the /mana working, simply copied a life command and changed char.maxHP to char.mapMP ^^.
so all commands are ther and the credits in there, only the pakets for the skills are not there... or.... they are there but copy-pasted and changed the names to the names of the skills...
Hey titanium nice work and all wit the commands i am working on a command that will spwan all the npc's for that map so far i dont think its posible but i got a command that spawned 2 guards heheh think its a help but if i can get it to work better i will relase it to all of you guys but gtg gettin food
EDIT: well code is a lil broken and all crashed my sever so got a ton of work to do on it ok and here is a pic of me on my gmae and all lol thanks to all yur help SPECIALY :Ideo:Hybris:Titaunim:
will post a pic soon kk laters
Titanium> good work, - keep working!
Sorry but i had job now, so i'am very busy...
but i will find some free time, and i will help u as much as i can. Next week i will got 2 free days, so i will think something for CO Server =]
good luck to all =]
Yours IDEO, (aidas2004)
I just thought about smthing...when we use a command, it sends a Packet from the server to the Current Client...thats why we think its client-sided...but its not ! Thats cose the others CANT KNOW that the other client sees smthing. Simply cose the server isnt sending em any Packets. So when something is made, we have to send a Packet from the server to EVERY clients around and not only the client that uses the Command.
Hyrbris, I was thinking we had the same idea going on. I figured just about that same thing.
But then there is a problem. Still, they would disappear after a new map. So, I have the idea that say somewhere in the top of World.cs, if say Char.Mape = World.Maps.Twincity
{
Code for all NPCS needed to be spawned here
}
Etc.
Also, I think it should be easy to implement the ability to attack one of the NPCs, and I think I know how now. Ill post something later!
You guys are on the right track for fully implementing npcs. The key is that if you stray too far from an NPC, it will go outside of the buffer and the client will get rid of the NPC. When you get close to an NPC, the server must detect it and re-send the NPC data to the client. That will make sure that everyone can see the NPC and you'll be able to change maps and see them. Keep up the good work!
Of curse, N00bz0r, you could always "give us a helping hand"..
lol, know what I mean?
Anyhow, hopefully someone can help me with this error, I did not modify the source except for one line of code, which does not affect anything until a / command is used. I also removed that line, just incase it was that, but it wasnt. Anyhow, in the command line, in get the error:
"AuthServer: an exception of type: "Exception has been thrown by the target of an invocation", and after that, I get the error: "Arithmetic operation has caused an overflow(or something like that, I cant remember it 100%)"
Simply, it means that some kind of math tripped, but I cant find out what the heck it is!
Anyone know?