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Proof of Concept - Map/Monster Scale

Discussion on Proof of Concept - Map/Monster Scale within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #1
 
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Proof of Concept - Map/Monster Scale

More messing with non-standard stuff, now imagine this used in a boss fight (well, it'll be used in our Phoenix Castle boss fight).

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Old 05/30/2013, 02:13   #2
 
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i love you and your ideas, they are soo creative. to be honest i liked your guard system better then the video you made for the size XD

the guard system was super Super! creative. just need to use prob like 3-4 only and not to close to each other.
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Old 05/30/2013, 07:57   #3
 
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Had no idea you could change the players zoom. nicely done.

Was pretty cool of you to share the code behind it too
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Old 05/30/2013, 08:33   #4
 
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sorry for off topic you mind how you made your guards walk around? and how you made it using the police garment and the weapons, it was rly cool XD
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Old 05/30/2013, 09:59   #5
 
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@Garen: Take a few minutes to think about what would cause that action... it's pretty simple when you think about it.


Spawn Entity packet is the same packet regardless of if you are spawning a monster or a player. The only difference is some fields that are not used by each entity type. You can always just create guards that look like players (complete with weapons, garments and full gears if you wanted). You can then write whatever AI you want which would include things like walking, patrol routes, jumping, skills/cooldowns/etc.

It's all just based on how you want your server to work and how you write it.

I'm pretty sure the client also has supports for mobs holding equipment but I've never experimented with it so I couldn't say 100 percent for sure.
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Old 05/30/2013, 10:05   #6
 
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Quote:
Originally Posted by pro4never View Post
@Garen: Take a few minutes to think about what would cause that action... it's pretty simple when you think about it.


Spawn Entity packet is the same packet regardless of if you are spawning a monster or a player. The only difference is some fields that are not used by each entity type. You can always just create guards that look like players (complete with weapons, garments and full gears if you wanted). You can then write whatever AI you want which would include things like walking, patrol routes, jumping, skills/cooldowns/etc.

It's all just based on how you want your server to work and how you write it.

I'm pretty sure the client also has supports for mobs holding equipment but I've never experimented with it so I couldn't say 100 percent for sure.
got it, gona give a try to see what i can do, i was just a bit confused on the lookface of the guard but i got a idea.
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Old 05/30/2013, 12:00   #7

 
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Quote:
Originally Posted by pro4never View Post
@Garen: Take a few minutes to think about what would cause that action... it's pretty simple when you think about it.


Spawn Entity packet is the same packet regardless of if you are spawning a monster or a player. The only difference is some fields that are not used by each entity type. You can always just create guards that look like players (complete with weapons, garments and full gears if you wanted). You can then write whatever AI you want which would include things like walking, patrol routes, jumping, skills/cooldowns/etc.

It's all just based on how you want your server to work and how you write it.

I'm pretty sure the client also has supports for mobs holding equipment but I've never experimented with it so I couldn't say 100 percent for sure.
Atleast an octo can hold weapons, showed engputer us on the twitch tv video
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Old 05/30/2013, 12:06   #8
 
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Quote:
Originally Posted by _DreadNought_ View Post
Had no idea you could change the players zoom. nicely done.

Was pretty cool of you to share the code behind it too
I'm pretty sure ACO had it implemented as well.
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Old 05/30/2013, 16:22   #9
 
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you can change players zoom by scrolling the mouse wheel
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Old 05/30/2013, 17:02   #10
 
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Quote:
Originally Posted by chizzler View Post
you can change players zoom by scrolling the mouse wheel
That isn't what this is. It's zooming the model.
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Old 05/30/2013, 18:06   #11
 
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Quote:
Originally Posted by chizzler View Post
you can change players zoom by scrolling the mouse wheel
Pay attention to what happens when the scroll factor is 0.0 < x < 1.0, scrolling the mouse wheel alone won't let you do that.
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Old 05/30/2013, 18:09   #12
 
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Is it a packet for itself or is it a part of ex. spawn packet? Tried messing a bit around with unknown offsets, but can't seem to figure it out. Not that it's a big deal if you don't want to share it though xD
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Old 05/30/2013, 18:38   #13
 
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It's an extension to the spawn packet
Code:
	case 10014: // spawn entity
		{
			int32_t objId = *((int32_t*)&msg[8]);
			if (objId < 1000000) // is monster
			{
				zoom_percent = *((int16_t*)&msg[0xb7]);
				size_add = *((int16_t*)&msg[0xb7+2]);
			}
			break;
		}
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Old 05/30/2013, 18:47   #14
 
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Will be seeing what I can figure out, thank you!
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Old 05/31/2013, 00:02   #15
 
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Deym, was watching other videos its ****** genius.. this will be epic server...
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