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How to Make A HOUSE SYSTEM in source 5530?

Discussion on How to Make A HOUSE SYSTEM in source 5530? within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #1
 
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How to Make A HOUSE SYSTEM in source 5530?

DOES ANYONE KNOW HOW TO MAKE A HOUSESYSTEM IN SOURCE 5530
I WANT TO KNOW WHICH FILES SHOULD I WORK ON IT.
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Old 10/02/2012, 13:56   #2
 
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this question = "i duno a **** about source im using but i want someone to tell me what to do to add house system"
okay , i sometimes need stuff without doing effort
here what to you need to implement ?
house maps ?
okay add maps in database , add the maps in client and add them in the source
what else ?
npcs at the maps ?
pick up any npc and add it and make it's dialog the same as in tq (i got an account with level 5 house i may help to get you the dialogs)
what else you need ? i guess nothing
oh umm how ppl get the houses ?
first ores by mining
3 npcs to turn ores to vouch and voch to something else and something else and cash to get house permit
then the up great is with the ores too
you can sure just release items in the shop which gives the user a home/upgreat card
well what else you need ? more awesome method ?
at level 3 4 5 you may do like tq , depositing super gems and stuff to get upgreated
well how you will save what they deposit ?
simply new rows in the database
you check everytime how many he got and how many he want to deposit to add them
then another check if he got them all to give him a higher level house
about what house level each one got ? a new row in the table
ummm what else mate ?
ummmm ummmm ummmmmmmm
i duno i think that's it , about the items you can add in the house i duno a **** about them , maybe will check this later , umm maybe get it all done and release it o-0 no idea , i feel numb :\
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Old 10/02/2012, 14:04   #3
 
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First you post in wrong section ( #reported wrong section ).

I will give you some info. about House system so let's start warehouse id is 44, maps id : Level 1 : 1098 , Level 2 : 1099 : Level 3 : idk , Level 4 : 601 , Level 5 : 3024 , to put warehouse inside of house you need to load floor for maps. Is ******* easy to code house system because is just about to create a dynamic map for each player and save it in database.
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Old 10/02/2012, 14:13   #4
 
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im working on that now ^^
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Old 10/02/2012, 15:04   #5
 
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Thanks all For the information . gonna try for that.
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Old 10/02/2012, 20:37   #6
 
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What an epic release, on a side note.
Quote:
Originally Posted by Sp!!ke View Post
Is ******* easy to code house system because is just about to create a dynamic map for each player and save it in database.
Saving a map for every players is a lame idea, that shouldn't even be called "dynamic maps", you know ?
But yeah, either use the lame idea above that creates a house for every player, UID/10 or so maybe, or just make a dynamic map system.
Peace out.
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Old 10/02/2012, 22:16   #7
 
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Arrow CO2 PServer Guides & Releases -> CO2 PServer - Discussions / Questions

#Moved to the right section
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Old 10/02/2012, 22:55   #8
 
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House system has nothing to do with source or client version.

Personally I'd just add a field to the character database to store their house level (0 being none)


Then when you use the house npc and ask to go home, send them to house map using dynamic ID = their character UID

Same thing lets you bring team members to the same dynamic map (for each user in team, send them to the same dynamic ID and map ID of the team owner and you're good to go )


Then again, that requires you to have a working dynamic map system... which is reasonably simple but requires it to be part of the base of the source (aka adding it after the fact is 100x harder than adding it when the source is first being designed)
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Old 10/02/2012, 23:06   #9
 
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Basic steps in implementing the house system:

1. Implement dynamic map copies.
2. Implement database members that record the player's house information.
3. Implement a method for saving and retrieving the records from the database.
4. Use the records to create a map copy of a house and teleport the user to it.
5. Implement terrain npcs.
6. Implement database members that record the player's furniture (terrain npcs).
7. Implement a method for saving and retrieving the records from the database.
8. Use the records to fill the spawn dictionary of the map.
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Old 10/02/2012, 23:32   #10
 
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dynamic maps is the solution
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Old 10/03/2012, 05:10   #11
 
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Can anyone just give me a little example of code.
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Old 10/03/2012, 05:24   #12
 
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Quote:
Originally Posted by Soulfly25 View Post
Can anyone just give me a little example of code.
There is no little example. Dynamic maps aren't universal in sources. There are many ways to implement them. Basically, you load a copy of the map, give it a unique identity, send the identity using packet 1110, and teleport the user to it. If you don't know how to do that, then you'll just have to bite your lip and deal with that you've been given. That's the problem with being a consumer.
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Old 10/03/2012, 06:38   #13
 
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Quote:
Originally Posted by Sp!!ke View Post
First you post in wrong section ( #reported wrong section ).

I will give you some info. about House system so let's start warehouse id is 44, maps id : Level 1 : 1098 , Level 2 : 1099 : Level 3 : idk , Level 4 : 601 , Level 5 : 3024 , to put warehouse inside of house you need to load floor for maps. Is ******* easy to code house system because is just about to create a dynamic map for each player and save it in database.
Thanks for me right?
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Old 06/08/2013, 09:41   #14
 
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I know this is an old thread but I wish to add the house system and I don't want to use dynamic maps.

I am asking why nobody thought about this following idea:
Instead of 1 map for every character, why not teleport everybody on the same map and only spawn other players according to what team members you have. From what I remember to get inside somebody's house you'll need to be in the same team as them.

Now once again I mention this: 1st team of 5 members gets inside the Level 1 house map and another 2nd team of 4 members gets inside the same Level 1 house map.
Now, we have the two arrays of both teams, why not only send the spawn packets to the players within the same team instead of making some strange dynamic map?

I didn't try to implement this but I think this would be better...I tried to use a leaked dynamic map system but failed and then thought about this idea...anybody with some experience could tell me if this would work?
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Old 06/08/2013, 09:55   #15
 
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Quote:
Originally Posted by ryuchetval View Post
I know this is an old thread but I wish to add the house system and I don't want to use dynamic maps.

I am asking why nobody thought about this following idea:
Instead of 1 map for every character, why not teleport everybody on the same map and only spawn other players according to what team members you have. From what I remember to get inside somebody's house you'll need to be in the same team as them.

Now once again I mention this: 1st team of 5 members gets inside the Level 1 house map and another 2nd team of 4 members gets inside the same Level 1 house map.
Now, we have the two arrays of both teams, why not only send the spawn packets to the players within the same team instead of making some strange dynamic map?

I didn't try to implement this but I think this would be better...I tried to use a leaked dynamic map system but failed and then thought about this idea...anybody with some experience could tell me if this would work?
You want to make new data pools to keep track of entities and furniture, and check for them during screen updates such as walking and jumping, then you want to force players to only have less than 5 players in a house at a time? Not only is that a performance hit, but a major setback in gameplay for the house system. You rather do all of that than implement dynamic maps? Here's why we use dynamic maps, it's a perfect example: to minimize unnecessary checks. We use dynamic maps to copy maps (so effects on the map are unique to the owner / players on the map). All of the unnecessary checks you'd be making for furniture, monsters, and players makes your idea very inefficient. That's why we don't implement that idea.
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