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[help]Bug monsters move
Discussion on [help]Bug monsters move within the CO2 Private Server forum part of the Conquer Online 2 category.
09/02/2008, 09:28
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#1
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[help]Bug monsters move
someone knows how can I make the monsters do not go up walls, walk over water and walk on the gaps in suorce loft? help me plx
their input will be thankful
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09/02/2008, 10:07
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#2
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I would like to know this as well, though I have not put any research into it yet so I wasn't going to make a thread :P
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09/02/2008, 15:18
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#3
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I dont know anything about this,but you could try do what I think CO/TQ did. First define 2 different coordinates, truecoord or falsecoord ( just an example ). The truecoord,player can walk on and all that,at falsecoord,they just be there,you cant walk to/on them,etc..
Now,at ur /addspawn or w/e command, code so it would only spawn monster at truecoords
Now your done.
P.S : You need a bit of C# / c++ experience to do this.
Emme
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09/02/2008, 23:58
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#4
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Actually you just preform a DMap check everytime a player/mob moves; i.e. (this is from my source code)
Code:
DataMap DMap = (DataMap)Database.DMaps[Client.Entity.MapID];
if (DMap != null)
{
if (DMap.Invalid(NewX, NewY))
{
Kernel.TeleportPlayer(Client.Entity.MapID, Client.Entity.Data.X, Client.Entity.Data.Y, Client);
Client.Send(new MessagePacket("Invalid Coordinate, Pull back!", 0x00FF0000, ChatType.Center));
return;
}
}
PS: The only public algorithm for loading dmaps (the one from coemu sources) sucks
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09/03/2008, 05:59
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#5
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in which. cs going? please: S
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09/03/2008, 12:56
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#6
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what source is that?
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09/03/2008, 13:09
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#7
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Quote:
Originally Posted by pauldexter
what source is that?
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Your mother-****** source
READ ITS HYBRIDS SOURCE!
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09/03/2008, 17:07
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#8
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Quote:
Originally Posted by lolmaster123
Your mother-****** source
READ ITS HYBRIDS SOURCE!
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erm think he means what source coemu is
so other duude asking tht :P
search FTW
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09/03/2008, 17:45
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#9
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Oh well agree duude^^
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09/03/2008, 22:06
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#10
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lol?well...i think not only hybrid or coemu source has the DMap thing....the future reloaded has that too.
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09/03/2008, 23:44
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#11
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Quote:
Originally Posted by alexbigfoot
lol?well...i think not only hybrid or coemu source has the DMap thing....the future reloaded has that too.
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I never said it didn't have it, I just said the algorithm sucks (It RAPES memory, so does the CoEMU one, they use around 200mb of memory, mine uses 62mb).
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09/04/2008, 08:11
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#12
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Quote:
Originally Posted by InfamousNoone
I never said it didn't have it, I just said the algorithm sucks (It RAPES memory, so does the CoEMU one, they use around 200mb of memory, mine uses 62mb).
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only like 200 lines? 200 MB?
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09/04/2008, 14:10
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#13
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Open taskmanager, and look at the memory usuage you have on your internet explorer for firefox (right now for me) it says "33, 324" which is 33mb.
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09/04/2008, 14:23
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#14
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Quote:
Originally Posted by InfamousNoone
Open taskmanager, and look at the memory usuage you have on your internet explorer for firefox (right now for me) it says "33, 324" which is 33mb.
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i know that thing lol.....i am not a noobish guy :P
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09/05/2008, 05:00
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#15
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I use loft source
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On loft monsters move on areas reg chars cant, like they can walk through
buildings, walls, over water, etc.
How do u go about fixing it so monsters can not move on and through things
that they shouldnt b able too
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