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CO Private Server

Discussion on CO Private Server within the CO2 Exploits, Hacks & Tools forum part of the Conquer Online 2 category.

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Old 07/20/2006, 06:05   #766
 
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ideo read ur pms =]
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Old 07/21/2006, 02:30   #767
 
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srry guys im not gunna be any help with the C#

but ive been trying to take coding out of you guys health/stanima/mana cmds
and maken them 1 like a /heal cmd

strange but when i try it my client wont connect
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Old 07/21/2006, 02:47   #768
 
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@everyone.
I think I might just quit.
This project is very quiet. There is hardly time to work on it for anyone, and people that have lots of time to work on it, dont have the required skills (like me), so ill try and learn more, and ill check back in every now and then.
-andy
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Old 07/22/2006, 02:56   #769
 
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I added an NPC that is static (always there ^^)
Example, though it needs more work:
Code:
int x_min = Char.CurrentLoc.X - VIEWTHRESHOLD;
      int y_min = Char.CurrentLoc.Y - VIEWTHRESHOLD;
      int x_max = Char.CurrentLoc.X + VIEWTHRESHOLD;
      int y_max = Char.CurrentLoc.Y + VIEWTHRESHOLD;

      if (Client.Char.Map == Maps.TwinCity)
      {
        if (x_min <= (438 + 10) && x_max >= (438 - 10) && y_min <= (377 + 10) && y_max >= (377 - 10))
        {
          Client.SendData(PacketBuilder.Message(Client.MessageID, "Alert", Client.Char.Name, "You are in Range of NPC. ", ChatType.Top));
          int Guard_ID_I = Convert.ToInt32(617478);
          int Guard_Model_I = Convert.ToInt32(224);
          int Guard_x_I = Convert.ToInt32(438);
          int Guard_y_I = Convert.ToInt32(377);
          Client.SendData(PacketBuilder.SpawnGuard(Guard_ID_I, Convert.ToInt32(224), Guard_x_I, Guard_y_I));
        }
      }
At the moment it suports on 1 npc, cause it only a basic function atm.
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Old 07/22/2006, 14:03   #770
 
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ranny where should i add it? x) sorry for the noob question i think its to world.cs.... but not sure exactly where THX ALOT FOR THE CODE !!!
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Old 07/22/2006, 17:22   #771
 
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Hyberkill> at line 134 in World.cs
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Old 07/22/2006, 19:14   #772
 
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thx alot go to to check out my scripts ive made few scripts for the Spells
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Old 07/22/2006, 19:22   #773
 
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errrrr problem when ive added code i dont see NPC and when i type /spawn command it doesnt work also can anyone help out? the code is correct i think... maybe my client.....
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Old 07/22/2006, 19:32   #774
 
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ranny2> thnx man, i didn't have time to test it but i think this must work.
Btw, if u whana spawn more NPC's simple change theyer ID's coz u can't spawn more then 1 NPC with the same ID =]
thnx again, for help
IDEO
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Old 07/22/2006, 21:15   #775
 
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Quote:
Originally posted by ranny2@Jul 22 2006, 02:56
I added an NPC that is static (always there ^^)
Example, though it needs more work:
Code:
int x_min = Char.CurrentLoc.X - VIEWTHRESHOLD;
      int y_min = Char.CurrentLoc.Y - VIEWTHRESHOLD;
      int x_max = Char.CurrentLoc.X + VIEWTHRESHOLD;
      int y_max = Char.CurrentLoc.Y + VIEWTHRESHOLD;

      if (Client.Char.Map == Maps.TwinCity)
      {
        if (x_min <= (438 + 10) && x_max >= (438 - 10) && y_min <= (377 + 10) && y_max >= (377 - 10))
        {
          Client.SendData(PacketBuilder.Message(Client.MessageID, "Alert", Client.Char.Name, "You are in Range of NPC. ", ChatType.Top));
          int Guard_ID_I = Convert.ToInt32(617478);
          int Guard_Model_I = Convert.ToInt32(224);
          int Guard_x_I = Convert.ToInt32(438);
          int Guard_y_I = Convert.ToInt32(377);
          Client.SendData(PacketBuilder.SpawnGuard(Guard_ID_I, Convert.ToInt32(224), Guard_x_I, Guard_y_I));
        }
      }
At the moment it suports on 1 npc, cause it only a basic function atm.
I must ask..
This code, by looking at it, wouldnt it only respawn the NPC once you get close to it?


Yes, that would work, but think. What if you use that code to spawn a monster, then say if you were attacking a monster, then when another player came on screen, the monster would appear as new to the other player, correct?
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Old 07/22/2006, 21:17   #776
 
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Quote:
Originally posted by aidas2004@Jul 22 2006, 19:32
else if (Splitter[0] == "/give")
{

if (Splitter[1] == "necklace")
{
Client.SendData(PacketBuilder.Necklace(Splitter[2]));
}
else if (Splitter[1] == "boots")
{
Client.SendData(PacketBuilder.Boots(Splitter[2]));
}
else if (Splitter[1] == "ring")
{
Client.SendData(PacketBuilder.Ring(Splitter[2]));
}
else if (Splitter[1] == "headwear")
{
Client.SendData(PacketBuilder.HeadWear(Splitter[2]));
}
else if (Splitter[1] == "armor")
{
Client.SendData(PacketBuilder.Armor(Splitter[2]));
}
else if (Splitter[1] == "righthand")
{
Client.SendData(PacketBuilder.RightHand(Splitter[2]));
}
else if (Splitter[1] == "lefthand")
{
Client.SendData(PacketBuilder.LeftHand(Splitter[2]));
}
else if (Splitter[1] == "fulltrojan")
{
Client.SendData(PacketBuilder.Armor("135999"));
Client.SendData(PacketBuilder.RightHand("480339")) ;
Client.SendData(PacketBuilder.LeftHand("480339"));
Client.SendData(PacketBuilder.Ring("151249"));
Client.SendData(PacketBuilder.Boots("160249"));
Client.SendData(PacketBuilder.HeadWear("112989"));
Client.SendData(PacketBuilder.Necklace("120249"));
}
else if (Splitter[1] == "fullwarrior")
{
Client.SendData(PacketBuilder.Armor("136999"));
Client.SendData(PacketBuilder.RightHand("480339")) ;
Client.SendData(PacketBuilder.LeftHand("900399"));
Client.SendData(PacketBuilder.Ring("151249"));
Client.SendData(PacketBuilder.Boots("160249"));
Client.SendData(PacketBuilder.HeadWear("112919"));
Client.SendData(PacketBuilder.Necklace("120249"));
}
else if (Splitter[1] == "fullarcher")
{
Client.SendData(PacketBuilder.Armor("138999"));
Client.SendData(PacketBuilder.RightHand("500329")) ;
Client.SendData(PacketBuilder.LeftHand("1050001")) ;
Client.SendData(PacketBuilder.Ring("151249"));
Client.SendData(PacketBuilder.Boots("160249"));
Client.SendData(PacketBuilder.HeadWear("117399"));
Client.SendData(PacketBuilder.Necklace("120249"));
}
else if (Splitter[1] == "fulltoaist")
{
Client.SendData(PacketBuilder.Armor("139999"));
Client.SendData(PacketBuilder.RightHand("421339")) ;
Client.SendData(PacketBuilder.Ring("121229"));
Client.SendData(PacketBuilder.Boots("160249"));
Client.SendData(PacketBuilder.HeadWear("112949"));
Client.SendData(PacketBuilder.Necklace("120249"));
}
else
{
Client.SendData(PacketBuilder.Message(Client.Messa geID, "SYSTEM", "ALL", "Give usage : /give itemtype", ChatType.Talk));
}
}
i cant seem to get this code to work
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Old 07/22/2006, 21:27   #777
 
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hmmmmm yea...... it will respawn the monster.... this way its a lill buged..... but works for npc.... about the mobs... we should work a way to just put it there... so it wont keep respawning when a player gets in its sight
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Old 07/22/2006, 21:29   #778
 
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ive found anouther bug.... when i attack other player..... i kill him ... and after that he lies on the ground..... i hit him one more time... and he stands up and then again lies lol and when he lies and i switch to him and move.... he just stands up like he isnt dead lol
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Old 07/22/2006, 21:30   #779
 
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(sorry for tripple post)
Lostsoldier08 i cant get that command working also and the /spawn thing also...... neither ranny2 command.... dont know might be from out client....
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Old 07/22/2006, 22:41   #780
 
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Edit your posts ftw!
Anyhow, first post
-> I think it is possible another way. When u attack it sends attack packet, so perhaps adding a thing that reads hp from a db..
Second post, it simply doesnt send the death packet, it was never implemented yet..
Third, make sure u guys have the packet in ur packet builder.
the /spawn command that says "Entity spawned" simply refreshes your screen.
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