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Accessories Wearing Problem
Discussion on Accessories Wearing Problem within the CO2 Private Server forum part of the Conquer Online 2 category.
08/31/2011, 16:54
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#1
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Join Date: May 2011
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Accessories Wearing Problem
I have a problem with my accessories in my source.
So, I am wearing the accessories on my main char (the one I am using),but I don't see them,I only see them at my status,but if I log in with another char, I can see them clearly in my others char hands...some screenshots:
P.S: the offsets are the right offsets, accessories are coded...
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08/31/2011, 16:57
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#2
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For *** sake... this has been brought up a million times now...
For them to show on YOURSELF you MUST be using the correct values in your 1009 packet (that displays gears on yourself)
For them to show on OTHERS you MUST be using the correct values in your 10014 packet (spawn entity packet)
The fact they are not displaying on yourself proves they are NOT coded or using the correct offsets in the correct packets. There is simply no if's and's or but's about it.
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08/31/2011, 16:58
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#3
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wrong offests update them
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08/31/2011, 17:07
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#4
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Quote:
Originally Posted by pro4never
For *** sake... this has been brought up a million times now...
For them to show on YOURSELF you MUST be using the correct values in your 1009 packet (that displays gears on yourself)
For them to show on OTHERS you MUST be using the correct values in your 10014 packet (spawn entity packet)
The fact they are not displaying on yourself proves they are NOT coded or using the correct offsets in the correct packets. There is simply no if's and's or but's about it.
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Lol was going to post this.
If it's coded right, then it would work. Common sense.
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08/31/2011, 17:23
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#5
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Quote:
Originally Posted by BaussHacker
Lol was going to post this.
If it's coded right, then it would work. Common sense.
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He have no clue if its coded right or not lmao.
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08/31/2011, 18:25
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#6
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so are my codes right?
this is what i have in:
EntityEquipment.cs
Code:
case ConquerItem.RightWeaponAccessory:
if (this.RHand != 0)
if (Item.ID == BitConverter.ToUInt32(client.Entity.SpawnPacket, 54))
AccessoryOne = Item.UID;
break;
case ConquerItem.LeftWeaponAccessory:
if (this.LHand != 0)
if (Item.ID == BitConverter.ToUInt32(client.Entity.SpawnPacket, 50))
AccessoryTwo = Item.UID;
break;
public uint AccessoryOne
{
get { return BitConverter.ToUInt32(Buffer, 68); }
set { WriteUInt32(value, 68, Buffer); }
}
public uint AccessoryTwo
{
get { return BitConverter.ToUInt32(Buffer, 72); }
set { WriteUInt32(value, 72, Buffer); }
}
Equipment.cs
Code:
public void UpdateItemview(Interfaces.IConquerItem item)
{
switch ((ushort)item.Position)
{
case Network.GamePackets.ConquerItem.Head:
if (item.Purification.Available)
Network.Writer.WriteUInt32(item.Purification.PurificationItemID, 182 , Owner.Entity.SpawnPacket);
//else
Network.Writer.WriteUInt32(item.ID, 40, Owner.Entity.SpawnPacket);
Network.Writer.WriteUInt16((byte)item.Color, 109, Owner.Entity.SpawnPacket);
break;
case Network.GamePackets.ConquerItem.Garment:
Network.Writer.WriteUInt32(item.ID, 44, Owner.Entity.SpawnPacket);
break;
case Network.GamePackets.ConquerItem.Armor:
if (item.Purification.Available)
Network.Writer.WriteUInt32(item.Purification.PurificationItemID, 186 , Owner.Entity.SpawnPacket);
// else
Network.Writer.WriteUInt32(item.ID, 48, Owner.Entity.SpawnPacket);
Network.Writer.WriteUInt16((byte)item.Color, 123, Owner.Entity.SpawnPacket);
break;
case Network.GamePackets.ConquerItem.RightWeapon:
if (!Free(Network.GamePackets.ConquerItem.RightWeaponAccessory))
{
var Item = TryGetItem(Network.GamePackets.ConquerItem.RightWeaponAccessory);
//2-Handed accessories
if (Item.ID >= 350001 && Item.ID <= 350020)
{
if (Network.PacketHandler.IsTwoHand(item.ID))
{
if (item.Purification.Available)
Network.Writer.WriteUInt32(item.Purification.PurificationItemID, 194, Owner.Entity.SpawnPacket);
// else
Network.Writer.WriteUInt32(Item.ID, 56, Owner.Entity.SpawnPacket);
break;
}
}
//1-Handed accessories
if (Item.ID >= 360001 && Item.ID <= 360040)
{
if (!Network.PacketHandler.IsTwoHand(item.ID))
{
if (item.Purification.Available)
Network.Writer.WriteUInt32(item.Purification.PurificationItemID, 194, Owner.Entity.SpawnPacket);
//else
Network.Writer.WriteUInt32(Item.ID, 56, Owner.Entity.SpawnPacket);
break;
}
}
//Bow accessories
if (Item.ID >= 370001 && Item.ID <= 370015)
{
if (item.ID / 1000 == 500)
{
if (item.Purification.Available)
Network.Writer.WriteUInt32(item.Purification.PurificationItemID, 194, Owner.Entity.SpawnPacket);
//else
Network.Writer.WriteUInt32(Item.ID, 56, Owner.Entity.SpawnPacket);
break;
}
}
} if (item.Purification.Available)
Network.Writer.WriteUInt32(item.Purification.PurificationItemID, 194, Owner.Entity.SpawnPacket);
// else
Network.Writer.WriteUInt32(item.ID, 56, Owner.Entity.SpawnPacket);
break;
case Network.GamePackets.ConquerItem.RightWeaponAccessory:
if (!Free(Network.GamePackets.ConquerItem.RightWeapon))
{
var Item = TryGetItem(Network.GamePackets.ConquerItem.RightWeapon);
//2-Handed accessories
if (item.ID >= 350001 && item.ID <= 350020)
{
if (Network.PacketHandler.IsTwoHand(Item.ID))
{
Network.Writer.WriteUInt32(0, 194, Owner.Entity.SpawnPacket);
Network.Writer.WriteUInt32(item.ID, 56, Owner.Entity.SpawnPacket);
break;
}
}
//1-Handed accessories
if (item.ID >= 360001 && item.ID <= 360040)
{
if (!Network.PacketHandler.IsTwoHand(Item.ID))
{
Network.Writer.WriteUInt32(0, 194, Owner.Entity.SpawnPacket);
Network.Writer.WriteUInt32(item.ID, 56, Owner.Entity.SpawnPacket);
break;
}
}
//Bow accessories
if (item.ID >= 370001 && item.ID <= 370015)
{
if (Item.ID / 1000 == 500)
{
Network.Writer.WriteUInt32(0, 194, Owner.Entity.SpawnPacket);
Network.Writer.WriteUInt32(item.ID, 56, Owner.Entity.SpawnPacket);
break;
}
}
}
break;
case Network.GamePackets.ConquerItem.LeftWeapon:
Network.Writer.WriteUInt16((byte)item.Color, 107, Owner.Entity.SpawnPacket);//125
if (!Free(Network.GamePackets.ConquerItem.LeftWeaponAccessory))
{
var Item = TryGetItem(Network.GamePackets.ConquerItem.LeftWeaponAccessory);
//1-Handed accessories
if (Item.ID >= 360001 && Item.ID <= 360040 && item.ID / 1000 != 900)
{
if (!Network.PacketHandler.IsTwoHand(item.ID))
{
if (item.Purification.Available)
Network.Writer.WriteUInt32(item.Purification.PurificationItemID, 190, Owner.Entity.SpawnPacket);
// else
Network.Writer.WriteUInt32(Item.ID, 52, Owner.Entity.SpawnPacket);
break;
}
}
//Shield accessories
if (Item.ID >= 380001 && Item.ID <= 380015)
{
if (item.ID / 1000 == 900)
{
if (item.Purification.Available)
Network.Writer.WriteUInt32(item.Purification.PurificationItemID, 190, Owner.Entity.SpawnPacket);
// else
Network.Writer.WriteUInt32(Item.ID, 52, Owner.Entity.SpawnPacket);
break;
}
}
} if (item.Purification.Available)
Network.Writer.WriteUInt32(item.Purification.PurificationItemID, 190, Owner.Entity.SpawnPacket);
//else
Network.Writer.WriteUInt32(item.ID, 52, Owner.Entity.SpawnPacket);
break;
case Network.GamePackets.ConquerItem.LeftWeaponAccessory:
if (!Free(Network.GamePackets.ConquerItem.LeftWeapon))
{
var Item = TryGetItem(Network.GamePackets.ConquerItem.LeftWeapon);
//1-Handed accessories
if (item.ID >= 360001 && item.ID <= 360040)
{
if (!Network.PacketHandler.IsTwoHand(Item.ID))
{
Network.Writer.WriteUInt32(0, 190, Owner.Entity.SpawnPacket);
Network.Writer.WriteUInt32(item.ID, 52, Owner.Entity.SpawnPacket);
break;
}
}
//Shield accessories
if (item.ID >= 380001 && item.ID <= 380015)
{
if (Item.ID / 1000 == 900)
{
Network.Writer.WriteUInt32(0, 190, Owner.Entity.SpawnPacket);
Network.Writer.WriteUInt32(item.ID, 52, Owner.Entity.SpawnPacket);
break;
}
}
}
break;
case Network.GamePackets.ConquerItem.Steed:
Network.Writer.WriteUInt32(item.ID, 68, Owner.Entity.SpawnPacket);
Network.Writer.WriteUInt16((byte)item.Plus, 133, Owner.Entity.SpawnPacket);
Network.Writer.WriteUInt32(item.SocketProgress, 139, Owner.Entity.SpawnPacket);
break;
case Network.GamePackets.ConquerItem.SteedMount:
{
Network.Writer.WriteUInt32(item.ID, 72, Owner.Entity.SpawnPacket);
break;
}
case Network.GamePackets.ConquerItem.RidingCrop:
{
Owner.Entity.RidingCropID = item.ID;
break;
}
}
}
ConquerItem.cs
Code:
RightWeaponAccessory = 15,
LeftWeaponAccessory = 16,
PacketHandler.cs
Code:
if (ID >= 350001 && ID <= 370015)
return ConquerItem.RightWeaponAccessory;
if (ID >= 380001 && ID <= 380015)
return ConquerItem.LeftWeaponAccessory;
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08/31/2011, 18:55
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#7
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elite*gold: 12
Join Date: Jul 2011
Posts: 8,211
Received Thanks: 4,114
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Quote:
Originally Posted by BaussHacker
Lol was going to post this.
If it's coded right, then it would work. Common sense.
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There is no such thing as common sense anymore.
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08/31/2011, 19:01
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#8
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elite*gold: 0
Join Date: May 2011
Posts: 84
Received Thanks: 2
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can someone tell me whats wrong with my codes, cause i think they are right...
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08/31/2011, 23:10
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#9
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elite*gold: 0
Join Date: Nov 2009
Posts: 785
Received Thanks: 421
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Quote:
Originally Posted by HerpDerpNigga
can someone tell me whats wrong with my codes, cause i think they are right...
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What the hell is so hard to search for the right offsets that shows your accessories, for ******* sakes.
Put the following offsets in Equipment.cs or w/e your class is called, at right weapon accessory offset try to put 54 and at left weapon accessory offset put 50.
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08/31/2011, 23:53
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#10
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elite*gold: 0
Join Date: May 2011
Posts: 84
Received Thanks: 2
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Quote:
Originally Posted by F i n c h i
What the hell is so hard to search for the right offsets that shows your accessories, for ******* sakes.
Put the following offsets in Equipment.cs or w/e your class is called, at right weapon accessory offset try to put 54 and at left weapon accessory offset put 50.
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thanksssss it worked thank you very much man
EDIT: Hey I made the accessories show on my own character, I modified the offsets in Equipment.cs, but now others can't see my accessories nor weapons, just the hands.
Can someone tell me where should I modify the offsets so others can see them too, I mean in what .cs file, thank you.
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