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P Server "NPC base code/shops/drop items" for who asked me 2 do it
Discussion on P Server "NPC base code/shops/drop items" for who asked me 2 do it within the CO2 Private Server forum part of the Conquer Online 2 category.
06/27/2008, 10:05
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#1111
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Join Date: Feb 2008
Posts: 668
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Quote:
Originally Posted by IAmHawtness
I already tried your source. I tried using scatter, fortress and speedlightning.. Whenever I kill more than 3-4 monsters at the same time and they respawn, my client crashes.. =(
EDIT: I just installed Qonquer, downloaded from their website.. It still crashes whenever a bigger group of monsters respawns at the same time
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Ur Client probely crash of the effect when monsters spawn, Delete them by urself,
@Dirty, I got the Source fully working now
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06/27/2008, 11:59
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#1112
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Join Date: Oct 2005
Posts: 60
Received Thanks: 37
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Sorry to everyone firstly, I originally thought that the disconnect issue was due to a malformed packet or incorrectly formatted packet, I now know this is not the case, if you kill 1 monster at a time, they will spawn 1 at a time. You do not get disconnected.
If you kill more then 1 at a time and they spawn, Boom... You're disconnected.
I now have this theory,
The server is saying 3 mobs have just spawned, and sends a packet for only 1 of these mobs, then the client crashed without an error... I will look into adding a Loop / While to send a packet for each monster spawn. =D Hopefully this would fix it!
//EDIT;
Guess what everyone... I have solved the problem of disconnecting when more then 1 monster is spawning.
It will be included in the next SVN deposit. (WOOHOO) Problem is, that when you use a skill that mass kills, I.E. scatter, each monster will die one by one at a speed of 100MS between them, you can see and hear it happen, but it's only really a nice looking light show
FANTASTIC!!@
//EDIT 2;
Guess what, the newer and updated WorldHandler.CS file is now in the SVN Deposit. This file includes a temporary fix to the client crash when mobs spawn bug!
Wiki updated to include how to edit the fix to reduce it's wait effect.
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06/27/2008, 13:18
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#1113
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elite*gold: 0
Join Date: Feb 2008
Posts: 668
Received Thanks: 160
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Quote:
Originally Posted by gfun1
Sorry to everyone firstly, I originally thought that the disconnect issue was due to a malformed packet or incorrectly formatted packet, I now know this is not the case, if you kill 1 monster at a time, they will spawn 1 at a time. You do not get disconnected.
If you kill more then 1 at a time and they spawn, Boom... You're disconnected.
I now have this theory,
The server is saying 3 mobs have just spawned, and sends a packet for only 1 of these mobs, then the client crashed without an error... I will look into adding a Loop / While to send a packet for each monster spawn. =D Hopefully this would fix it!
//EDIT;
Guess what everyone... I have solved the problem of disconnecting when more then 1 monster is spawning.
It will be included in the next SVN deposit. (WOOHOO) Problem is, that when you use a skill that mass kills, I.E. scatter, each monster will die one by one at a speed of 100MS between them, you can see and hear it happen, but it's only really a nice looking light show
FANTASTIC!!@
//EDIT 2;
Guess what, the newer and updated WorldHandler.CS file is now in the SVN Deposit. This file includes a temporary fix to the client crash when mobs spawn bug!
Wiki updated to include how to edit the fix to reduce it's wait effect.
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Well, I don't really understand it, But what ever
YAY !! Congratulation, This is Number 200 of all my Postst !  
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06/27/2008, 13:19
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#1114
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elite*gold: 20
Join Date: Aug 2007
Posts: 1,749
Received Thanks: 2,199
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Quote:
Originally Posted by gfun1
Sorry to everyone firstly, I originally thought that the disconnect issue was due to a malformed packet or incorrectly formatted packet, I now know this is not the case, if you kill 1 monster at a time, they will spawn 1 at a time. You do not get disconnected.
If you kill more then 1 at a time and they spawn, Boom... You're disconnected.
I now have this theory,
The server is saying 3 mobs have just spawned, and sends a packet for only 1 of these mobs, then the client crashed without an error... I will look into adding a Loop / While to send a packet for each monster spawn. =D Hopefully this would fix it!
//EDIT;
Guess what everyone... I have solved the problem of disconnecting when more then 1 monster is spawning.
It will be included in the next SVN deposit. (WOOHOO) Problem is, that when you use a skill that mass kills, I.E. scatter, each monster will die one by one at a speed of 100MS between them, you can see and hear it happen, but it's only really a nice looking light show
FANTASTIC!!@
//EDIT 2;
Guess what, the newer and updated WorldHandler.CS file is now in the SVN Deposit. This file includes a temporary fix to the client crash when mobs spawn bug!
Wiki updated to include how to edit the fix to reduce it's wait effect.
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Thank you SO much! I knew this was the issue, I just didn't know how to fix it. Wow, +thanks, respect, karma, coolness, etc. for you !
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06/27/2008, 13:36
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#1115
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elite*gold: 0
Join Date: Jan 2008
Posts: 56
Received Thanks: 4
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How Could i make on adz's Source that i get xp from killing Monsters ?
can anyone help me please ? =)
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06/27/2008, 13:50
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#1116
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elite*gold: 0
Join Date: Oct 2005
Posts: 60
Received Thanks: 37
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Quote:
Originally Posted by YukiXian
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It means, that I have found a temporary fix to the issue where the client crashes when more then 2 mobs spawn at the same time.
Quote:
Originally Posted by IAmHawtness
Thank you SO much! I knew this was the issue, I just didn't know how to fix it. Wow, +thanks, respect, karma, coolness, etc. for you ! 
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Thanks Mate. It wasn't too hard ^_^
Quote:
Originally Posted by .:Saad:.
How Could i make on adz's Source that i get xp from killing Monsters ?
can anyone help me please ? =)
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Code:
Find in Character.CS;
WorldHandler.AttackMob(MyClient, Target, AttackType, AttackDMG);
Add After;
MyClient.MyChar.AddExp(AttackDMG * Target.Level / 22);
Find in Character.CS;
WorldHandler.AttackMob(MyClient, Target, 14, 0);
Add After;
MyClient.MyChar.AddExp(AttackDMG * Target.Level / 22);
Easy enough.
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06/27/2008, 14:45
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#1117
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elite*gold: 0
Join Date: Feb 2008
Posts: 668
Received Thanks: 160
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May a stupid question but, were i can find the Protected maps? Cuz i can't find it anywere, They should be in 2 Files...
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06/27/2008, 14:53
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#1118
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elite*gold: 0
Join Date: Oct 2005
Posts: 60
Received Thanks: 37
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Quote:
Originally Posted by YukiXian
May a stupid question but, were i can find the Protected maps? Cuz i can't find it anywere, They should be in 2 Files... 
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What do you mean by protected maps?
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06/27/2008, 15:41
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#1119
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elite*gold: 0
Join Date: Jan 2008
Posts: 56
Received Thanks: 4
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Code:
Find in Character.CS;
WorldHandler.AttackMob(MyClient, Target, AttackType, AttackDMG);
Add After;
MyClient.MyChar.AddExp(AttackDMG * Target.Level / 22);
Find in Character.CS;
WorldHandler.AttackMob(MyClient, Target, 14, 0);
Add After;
MyClient.MyChar.AddExp(AttackDMG * Target.Level / 22);
Easy enough.[/QUOTE]
hmm i did this but it doesnt works may you could send me your Character.Cs file to my email :
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06/27/2008, 16:36
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#1120
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elite*gold: 0
Join Date: Oct 2005
Posts: 60
Received Thanks: 37
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Quote:
Originally Posted by .:Saad:.
Code:
Find in Character.CS;
WorldHandler.AttackMob(MyClient, Target, AttackType, AttackDMG);
Add After;
MyClient.MyChar.AddExp(AttackDMG * Target.Level / 22);
Find in Character.CS;
WorldHandler.AttackMob(MyClient, Target, 14, 0);
Add After;
MyClient.MyChar.AddExp(AttackDMG * Target.Level / 22);
Easy enough.
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hmm i did this but it doesnt works may you could send me your Character.Cs file to my email : [/QUOTE]
What's it not doing exactly?
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06/27/2008, 17:06
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#1121
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elite*gold: 0
Join Date: Feb 2008
Posts: 668
Received Thanks: 160
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Quote:
Originally Posted by gfun1
hmm i did this but it doesnt works may you could send me your Character.Cs file to my email :
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What's it not doing exactly?[/QUOTE]
U also have to edit an File in the WorldHandler.cs ....
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06/27/2008, 17:16
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#1122
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elite*gold: 0
Join Date: Jan 2008
Posts: 56
Received Thanks: 4
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so this is what i did :
WorldHandler.AttackMob(MyClient, Target, AttackType, AttackDMG);
MyClient.MyChar.AddExp(AttackDMG * Target.Level / 22);
WorldHandler.AttackMob(MyClient, Target, 14, 0);
MyClient.MyChar.AddExp(AttackDMG * Target.Level / 22);
it dont works .....
oh so if i have to edit a file in WorldHandler.cs u could say me what i have to edit there ?
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06/27/2008, 18:17
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#1123
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elite*gold: 0
Join Date: Feb 2008
Posts: 668
Received Thanks: 160
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Quote:
Originally Posted by .:Saad:.
so this is what i did :
WorldHandler.AttackMob(MyClient, Target, AttackType, AttackDMG);
MyClient.MyChar.AddExp(AttackDMG * Target.Level / 22);
WorldHandler.AttackMob(MyClient, Target, 14, 0);
MyClient.MyChar.AddExp(AttackDMG * Target.Level / 22);
it dont works .....
oh so if i have to edit a file in WorldHandler.cs u could say me what i have to edit there ?
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Search for line 129, Looks like this :
Quote:
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Charr.MyClient.Mychar.AddExp(DMG*TheMob.Level/15);
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06/27/2008, 19:46
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#1124
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elite*gold: 0
Join Date: Oct 2007
Posts: 450
Received Thanks: 68
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Quote:
Originally Posted by samehvan
make ur Face= line with small f not Capital F
Wah , u guys runs very fast , coool mates i think , keep that good work ,,
@gfun1:-i dd make the W/H base still need the store and pull commands , think u can do it?
@Adz:- i dd make the Guild base (create and view actions) ,still need the requests (view alley /enemy/join) actions , think u can do it?
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I'll try but i'll need the source lemme know when you upload it.
Quote:
Originally Posted by GRASSHOPPA
*adz*
do u have guilds working?
i noticed u have the guild.cs and the sendguild.cs in the client requests...
would we need like a retrieveguild.cs also? (not asking u to make so dun get all pist off -.-)
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I havent coded that yet no.
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06/27/2008, 20:24
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#1125
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elite*gold: 0
Join Date: Feb 2008
Posts: 668
Received Thanks: 160
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How to add an skill in the Character.cs?
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