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Spawn Entities, Current Patch
Discussion on Spawn Entities, Current Patch within the CO2 Private Server forum part of the Conquer Online 2 category.
03/24/2011, 09:14
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#16
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Join Date: Mar 2011
Posts: 165
Received Thanks: 17
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Quote:
Originally Posted by .Kinshi
This is my spawn packet.
There's still a bunch of values I logged but have no idea what they are.
Code:
Length : [COLOR="Red"]218[/COLOR] + Name.Length
Lookface[UInt32:4]
Identifier[UInt32:8]
StatusFlag[UInt64:22]
Helmet[UInt32:38]
Garment[UInt32:42]
Armor[UInt32:46]
Left[UInt32:50]
Right[UInt32:54]
LeftAccesorry[UInt32:58]
RightAccesorry[UInt32:62]
Steed[UInt32:66]
HairStyle[UInt16:78]
X[UInt16:80]
Y[UInt16:82]
Direction[Byte:84]
Action[Byte:85]
Reborn[Byte:92]
Level[Byte:93]
StringCount[Byte:212]
NameLength[Byte:213]
Name[String:214]
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I have the same one, with more values such as guild id
p.s.
Code:
if (Char.MyGuild != null)
{
WriteUInt16(Char.MyGuild.GuildID, 12, Packet);//guildid
WriteUInt16((ushort)Char.GuildRank, 16, Packet);//guildrank
}
then, Nobility Rank ,, uint offset 113
then goes armor color,, uint offset 117
left hand color (sheild),, uint offset 119
headgear color ,, uint offset 121
quiz points,, uint 123
steed plus,, uint offset 127
And A lot more .. Lazy to put them here
I Dunno if they are wrong tho.
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03/25/2011, 02:48
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#17
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Join Date: Apr 2009
Posts: 101
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impulse why you dont Release Source Impulse v 5181 ? you have new Verison 5366 we need 5181 can you Release it ?
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03/25/2011, 10:35
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#18
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Join Date: Apr 2009
Posts: 782
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The mobs are spawning fine with this struct:
Code:
byte[] Buffer = new byte[216 + Mob.Info.Name.Length + 8];
Writer.WriteUInt16((ushort)(Buffer.Length - 8), 0, Buffer);
Writer.WriteUInt16(10014, 2, Buffer);
Writer.WriteUInt32(Mob.UID, 8, Buffer);
Writer.WriteUInt32(Mob.Info.Mesh, 4, Buffer);
Writer.WriteUInt32((uint)(Mob.Poisoned ? 0x2 : 0), 22, Buffer);
Writer.WriteUInt16((ushort)Mob.CurrentHP, 74, Buffer);
Writer.WriteUInt16(Mob.Level, 76, Buffer);
Writer.WriteUInt16(Mob.X, 80, Buffer);
Writer.WriteUInt16(Mob.Y, 82, Buffer);
Writer.WriteByte(Mob.Direction, 84, Buffer);
Writer.WriteByte(100, 85, Buffer);
Writer.WriteByte(0, 175, Buffer);//Boss
Writer.WriteByte(3, 212, Buffer);
Writer.WriteByte((byte)Mob.Info.Name.Length, 213, Buffer);
Writer.WriteString(Mob.Info.Name, 214, Buffer);
Writer.WriteString("TQServer", (Buffer.Length - 8), Buffer);
return Buffer;
but for players it disconnects after 2 secs (i know the level offset is other and everything else) the struct seems to be fine....
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03/25/2011, 12:53
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#19
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Join Date: Dec 2010
Posts: 341
Received Thanks: 255
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Quote:
Originally Posted by 12tails
The mobs are spawning fine with this struct:
Code:
byte[] Buffer = new byte[216 + Mob.Info.Name.Length + 8];
Writer.WriteUInt16((ushort)(Buffer.Length - 8), 0, Buffer);
Writer.WriteUInt16(10014, 2, Buffer);
Writer.WriteUInt32(Mob.UID, 8, Buffer);
Writer.WriteUInt32(Mob.Info.Mesh, 4, Buffer);
Writer.WriteUInt32((uint)(Mob.Poisoned ? 0x2 : 0), 22, Buffer);
Writer.WriteUInt16((ushort)Mob.CurrentHP, 74, Buffer);
Writer.WriteUInt16(Mob.Level, 76, Buffer);
Writer.WriteUInt16(Mob.X, 80, Buffer);
Writer.WriteUInt16(Mob.Y, 82, Buffer);
Writer.WriteByte(Mob.Direction, 84, Buffer);
Writer.WriteByte(100, 85, Buffer);
Writer.WriteByte(0, 175, Buffer);//Boss
Writer.WriteByte(3, 212, Buffer);
Writer.WriteByte((byte)Mob.Info.Name.Length, 213, Buffer);
Writer.WriteString(Mob.Info.Name, 214, Buffer);
Writer.WriteString("TQServer", (Buffer.Length - 8), Buffer);
return Buffer;
but for players it disconnects after 2 secs (i know the level offset is other and everything else) the struct seems to be fine....
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Try using the packet structure I posted to spawn players.
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