|
You last visited: Today at 13:18
Advertisement
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.
05/30/2013, 01:56
|
#1
|
elite*gold: 0
Join Date: May 2013
Posts: 24
Received Thanks: 49
|
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).
|
|
|
05/30/2013, 02:13
|
#2
|
elite*gold: 0
Join Date: Dec 2012
Posts: 606
Received Thanks: 68
|
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.
|
|
|
05/30/2013, 07:57
|
#3
|
elite*gold: 28
Join Date: Jun 2010
Posts: 2,225
Received Thanks: 868
|
Had no idea you could change the players zoom. nicely done.
Was pretty cool of you to share the code behind it too
|
|
|
05/30/2013, 08:33
|
#4
|
elite*gold: 0
Join Date: Dec 2012
Posts: 606
Received Thanks: 68
|
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
|
|
|
05/30/2013, 09:59
|
#5
|
elite*gold: 21
Join Date: Jul 2005
Posts: 9,193
Received Thanks: 5,379
|
@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.
|
|
|
05/30/2013, 10:05
|
#6
|
elite*gold: 0
Join Date: Dec 2012
Posts: 606
Received Thanks: 68
|
Quote:
Originally Posted by pro4never
@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.
|
|
|
05/30/2013, 12:00
|
#7
|
elite*gold: 20
Join Date: Oct 2008
Posts: 328
Received Thanks: 43
|
Quote:
Originally Posted by pro4never
@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
|
|
|
05/30/2013, 12:06
|
#8
|
elite*gold: 0
Join Date: Dec 2012
Posts: 1,761
Received Thanks: 950
|
Quote:
Originally Posted by _DreadNought_
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.
|
|
|
05/30/2013, 16:22
|
#9
|
elite*gold: 0
Join Date: Mar 2013
Posts: 43
Received Thanks: 5
|
you can change players zoom by scrolling the mouse wheel
|
|
|
05/30/2013, 17:02
|
#10
|
elite*gold: 0
Join Date: Dec 2012
Posts: 1,761
Received Thanks: 950
|
Quote:
Originally Posted by chizzler
you can change players zoom by scrolling the mouse wheel
|
That isn't what this is. It's zooming the model.
|
|
|
05/30/2013, 18:06
|
#11
|
elite*gold: 0
Join Date: May 2013
Posts: 24
Received Thanks: 49
|
Quote:
Originally Posted by chizzler
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.
|
|
|
05/30/2013, 18:09
|
#12
|
elite*gold: 0
Join Date: Dec 2012
Posts: 1,761
Received Thanks: 950
|
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
|
|
|
05/30/2013, 18:38
|
#13
|
elite*gold: 0
Join Date: May 2013
Posts: 24
Received Thanks: 49
|
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;
}
|
|
|
05/30/2013, 18:47
|
#14
|
elite*gold: 0
Join Date: Dec 2012
Posts: 1,761
Received Thanks: 950
|
Will be seeing what I can figure out, thank you!
|
|
|
05/31/2013, 00:02
|
#15
|
elite*gold: 0
Join Date: Feb 2013
Posts: 94
Received Thanks: 13
|
Deym, was watching other videos its ****** genius.. this will be epic server...
|
|
|
 |
Similar Threads
|
BYM - Instant unlock monster.. I have a proof
08/07/2011 - Facebook - 13 Replies
OK,SOMEBODY TELLING ME THAT IVE WAITED 3 HOURS FOR UNLOCKING...I WILL MAKE A VID.. ( NOT TUTORIAL
|
[Proof of Concept] New PServer project by ColdFever^NoEx
02/27/2011 - SRO Private Server - 53 Replies
UPDATE!!!
sroDB | Silkroad Online DataBase
Enjoy!!
|
WarCraft III 1.24+ CRC SHA1 Cracked!!! Proof Of Concept/DEMO
11/24/2010 - General Gaming Discussion - 1 Replies
VIDEO: YouTube - WarCraft III 1.24+ CRC SHA1 Cracked!!! Proof Of Concept/DEMO
This is a demo that WarCraft III - The Frozen Throne v1.24+ map protection of CRC, SHA1 can still be cracked and it's still possible for "collided maps" (FYI collided maps are maps that aren't exactly identical to each other therefore making the possibility of running a cheated map with an original one). I've been trying to manipulate the skill's hashtable(gamecache replaced since 1.23+) of DotA Allstars but too...
|
[Proof of Concept]Why not to trust a public multi-client (bananasplit in asm)
10/07/2008 - CO2 Programming - 34 Replies
Patch 5063
Now this is only designed for you to input the command but could just as easily be modified to do the same if someone says it to you. This guide only explains the un-equipping phase.
First I start here:
http://img81.imageshack.us/img81/9259/49933500ke6 .jpg
This is a subfunction of the Sendtext function, during this function EAX stores the current text about to be sent from the chat box to a packet, at 00457E85 EAX changes so I will make my hook just before here, 00457E7D has...
|
All times are GMT +1. The time now is 13:21.
|
|