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[idea and question]Making Characters to Monsters
Discussion on [idea and question]Making Characters to Monsters within the CO2 Private Server forum part of the Conquer Online 2 category.
06/09/2013, 17:48
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#16
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Quote:
Originally Posted by Super Aids
No. The spawnpacket does not use model id. It uses the item id.
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why does he even use a packet it's 100% clientsided? Forgive me i don't know a **** about packets or anyth require programming.
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06/09/2013, 18:35
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#17
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using a packet lets you make it dynamic instead of being restricted to what you've defined in monster.dat
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06/09/2013, 18:53
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#18
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Quote:
Originally Posted by InfamousNoone
using a packet lets you make it dynamic instead of being restricted to what you've defined in monster.dat
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This ^
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06/10/2013, 03:29
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#19
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Quote:
Originally Posted by LordGragen.
thank you dude that rly worked, +1
oh and pro4never i was thinking if client side works then i think its bad idea doing source side, coz that will put extra pressure on the server?
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You're already sending the packet to spawn the entity, the only extra overhead is setting the gear ID in the packet which is negligible. By handling it server side you can populate monsters with random gear as well as armor colors to make them more unique looking and interactive.
Doing it client side is more of a permanent/static solution and not what I'd personally go with.
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06/10/2013, 04:25
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#20
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Quote:
Originally Posted by pro4never
You're already sending the packet to spawn the entity, the only extra overhead is setting the gear ID in the packet which is negligible. By handling it server side you can populate monsters with random gear as well as armor colors to make them more unique looking and interactive.
Doing it client side is more of a permanent/static solution and not what I'd personally go with.
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#edit got it working on navicat part.
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06/10/2013, 05:01
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#21
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Like I told you already, store it in your database and make the server handle it dynamic.
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06/10/2013, 12:44
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#22
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Why on earth do you keep asking us "is this that" "will this work"" is this right".
Wouldn't it be a million times smarter to try it out?
Holy jesus ****.
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06/10/2013, 16:59
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#23
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Quote:
Originally Posted by _DreadNought_
Why on earth do you keep asking us "is this that" "will this work"" is this right".
Wouldn't it be a million times smarter to try it out?
Holy jesus ****.
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fyi i already took the monster.dat thing out, thx to super aids and pro4never for guiding my way and teaching me better ways, i now work on navicat part putting the items in monsterinfo, i am glad communty got few people like them who like to help noobs not insult them.
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06/10/2013, 19:28
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#24
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Quote:
Originally Posted by feda16
using a packet lets you make it dynamic instead of being restricted to what you've defined in monster.dat
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Well congratulations on repeating what has already been said.
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06/12/2013, 15:50
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#25
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so by putting there weapons in there hand source side they become as players.
and the only way we can kill them is to make there names blackname so we can kill in campture mode,
if not i can make there names white and kill them on pk mode but camputre mod wont work .
but as you can see in the picture the everytime i kill them system spams that its been killed.
is there anything i can do about that.
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06/12/2013, 20:54
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#26
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Change their UID range to 300-400k so that the client handles them as monsters.
The question I have is if the client will process the spawn entity packet properly with gear if they are being treated as monsters without making modifications.
My assumption is yes but I can't say for sure.
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06/12/2013, 21:03
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#27
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Quote:
Originally Posted by pro4never
Change their UID range to 300-400k so that the client handles them as monsters.
The question I have is if the client will process the spawn entity packet properly with gear if they are being treated as monsters without making modifications.
My assumption is yes but I can't say for sure.
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that way yes it handle them as monsters, but not letting them to use weapons
but here is the thing,
if its handling as players, is it rly bad? can this harm the server coz having 20-30 monsters/character does that count was 30 real character or not.
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06/12/2013, 22:26
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#28
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I'm not sure how many times we need to explain the exact same thing...
As far as the server is concerned it handles them however you program it to.
All the client receives from server is the spawn packet (same length* regardless of if spawning a player or monster) which means there is zero difference between the two.
Wearing equipment means a completely negligible amount of time required to populate gear offsets with values but we're talking a handful of cpu cycles here lol.
Past those differences there's zero difference. They are both objects you design and handle in your own server side source code. They can be written as efficiently or inefficiently as you are capable of doing as a programmer.
* Name length causes variable length packets but that's just being bitchy about nothing.
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06/12/2013, 23:07
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#29
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got it thx, what i will do is
just make the monsters how i want i will test how much cup is it taking and i will report it back just in case later on anyone else try to do it they dont ask what will happen.
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06/13/2013, 00:10
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#30
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.... It doesn't take ANY cpu because there's no processing being done...
CPU = central processing unit. It's only used when executing code.
RAM = random access memory, aka where you store objects in memory. They only use as much memory as you allocate. Literally just what variables you assign to an object and what instance of objects you're creating.
We've said it dozens of times already. THERE IS NO DIFFERENCE.
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