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Fireworks effect name
Discussion on Fireworks effect name within the CO2 Private Server forum part of the Conquer Online 2 category.
05/27/2013, 23:07
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#1
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Fireworks effect name
Been searching the client and couldn't find it. Tried guessing the name and got nothing. Tried searching around here, but can't find it either.
So anyone got the name to use with StringPacket for fireworks?
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05/27/2013, 23:09
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#2
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Like what AcidCOV3 had?
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05/27/2013, 23:10
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#3
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I don't know what was used there, just the regular fireworks for the firework items lmao.
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05/27/2013, 23:20
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#4
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Oh, then I'm not sure.
I was thinking of the big bang fireworks =d
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05/27/2013, 23:46
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#5
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Oh, nope. Just the regular old school fireworks xD
Found the one I was looking for
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05/28/2013, 00:42
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#6
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Quote:
Originally Posted by Super Aids
Been searching the client and couldn't find it. Tried guessing the name and got nothing. Tried searching around here, but can't find it either.
So anyone got the name to use with StringPacket for fireworks?
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Do you mean this?
Code:
[COLOR=Red][B]client.Send(GamePackets.StringPacket.Effect(client.Entity.UID, "firework-1love"));[/B][/COLOR]
[COLOR=Red][B]client.Send(GamePackets.StringPacket.Effect(client.Entity.UID, "firework-2love"));[/B][/COLOR]
[COLOR=Red][B]client.Send(GamePackets.StringPacket.Effect(client.Entity.UID, "firework-like"));[/B][/COLOR]
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05/28/2013, 01:35
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#7
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From what I remember, there was a way to spawn the effect without the MsgName. It might be in my COPS v6 source... I would have to recheck.
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05/28/2013, 02:46
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#8
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urgabel, yeah that was it, but I found it xD
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05/28/2013, 02:50
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#9
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Quote:
Originally Posted by Super Aids
urgabel, yeah that was it, but I found it xD
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What about "ReturnSyndicateFireWorks"?
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05/28/2013, 02:55
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#10
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Oh thanks for that one
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05/28/2013, 03:39
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#11
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Quote:
Originally Posted by CptSky
From what I remember, there was a way to spawn the effect without the MsgName. It might be in my COPS v6 source... I would have to recheck.
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Well, it's still with the MsgName packet, but you don't send the actual effect. You send the Fireworks subtype with the (x, y).
Code:
case Action.Marry:
{
if (Player.UniqId != SenderUID)
return;
Player Target = null;
if (!World.AllPlayers.TryGetValue(TargetUID, out Target))
return;
if (Target.Map != Player.Map)
return;
if (!MyMath.CanSee(Player.X, Player.Y, Target.X, Target.Y, 17))
return;
if (!(Player.Look % 10 < 3 && Target.Look % 10 > 2) && !(Player.Look % 10 > 2 && Target.Look % 10 < 3))
return;
if (Target.Spouse != "Non" && Target.Spouse != "None" && Target.Spouse != "")
return;
Player.Spouse = Target.Name;
Player.Send(MsgName.Create(Player.UniqId, Player.Spouse, MsgName.Action.Spouse));
Target.Spouse = Player.Name;
Target.Send(MsgName.Create(Target.UniqId, Target.Spouse, MsgName.Action.Spouse));
World.BroadcastMapMsg(Player.Map, MsgName.Create((Player.X | Player.Y << 16), "1122", MsgName.Action.Fireworks));
World.BroadcastMsg(MsgTalk.Create("SYSTEM", "ALLUSERS", String.Format(Client.GetStr("STR_MARRY"), Player.Name, Target.Name), MsgTalk.Channel.GM, 0xFF0000));
break;
}
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