Can someone help me with saving the players in current map if relog?
and not saving the players in current map if relog?
I think its something like this
Code:
if (client.Entity.MapID == 6003) || client.Disconnect();
If i am wrong correct me
And where exactly I have to put this code
And another question
What the hell is going on, this message was supposed to be write with yellow, but not, its write with red, and if I put any color its write with red...
Tq binaries are great to steal certain things from because it lets you know how the game is INTENDED to work.
If you look at the cq_map table it contains statuses for each map id. These are bitflag values which determine certain conditions for map... one of which is known as "Record disable". This means that when a user logs in on this map they are sent to their PREVIOUS map.
Personally for all my saving I ALWAYS keep track of their current map/x/y and save this on character logout/server shut down... But when a user logs in I check...
Then you can ALWAYS easily return to previous map via npc or during logging back into the game. You simply need to set previous map any time you teleport to a new map WHICH DOES NOT HAVE RECORD DISABLED.
Quite simple in theory and should solve 90 pct of the issues you're having.
Tq binaries are great to steal certain things from because it lets you know how the game is INTENDED to work.
If you look at the cq_map table it contains statuses for each map id. These are bitflag values which determine certain conditions for map... one of which is known as "Record disable". This means that when a user logs in on this map they are sent to their PREVIOUS map.
Personally for all my saving I ALWAYS keep track of their current map/x/y and save this on character logout/server shut down... But when a user logs in I check...
Then you can ALWAYS easily return to previous map via npc or during logging back into the game. You simply need to set previous map any time you teleport to a new map WHICH DOES NOT HAVE RECORD DISABLED.
Quite simple in theory and should solve 90 pct of the issues you're having.
Where exactly do I have to put that code, I know it will not work, but just tell me where do I have to create it?
In what cs file, in entitytable, packethandler, kernel.cs etc?
Thanks.
What I'm talking about is re-writing how your server deals with player positions.
It's not simply "paste this in entity.cs line 500!". It's a CONCEPT you use when re-writing game features. It's not source specific and it's not even code. It's just an idea of how you should be writing it.
Disclaimer: There is obviously no be all and end all solution in programming. Things have different uses in different places... the fact is though that it's how TQ handles the system and therefor it mimics how things work on official servers flawlessly (which is often the main goals of pservers)
Stuck Players and restart save 08/19/2010 - Metin2 Private Server - 4 Replies Hello, first of all i want to say that this is a really nice community
So lets get to the point, i have two problems:
1.On our server people keep logging out on theyre horses in the middle of the town or they teleport with theyre horses and that causes them to get stuck in the map and makes them unable to login with that character.
My questions is: Does anyone know if you can make an NPC that can change the coordinates of a character to a preset location, so you just enter the name of...
Relog Bot 09/18/2008 - Metin2 - 3 Replies Was is falsch ô.O:
While (1)
Sleep (1000)
PixelGetColor ( 218, 459 ) ;
If 0x531919 Then ;
Sleep (1000)
Send ( "xxx" , 1 )
Sleep (200)
Send ( "{TAB}" , 0 )
Relog Bug Von PS 11/07/2006 - Kal Online - 5 Replies zb ich hab ne +13 wep un 3 clean weps im inventar...
dan relogge ich un schwub sind die 3 clean weps auch +13...
wie kann ich diesen bug fixen???
bitte keine dumme antworten bin halt kein erfarender.....
thx im vorraus
Mfg Xz00m