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[QUESTION] Coding Portals
Discussion on [QUESTION] Coding Portals within the CO2 Private Server forum part of the Conquer Online 2 category.
06/29/2009, 02:09
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#1
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[QUESTION] Coding Portals
Can someone like give me a hint how to code Portals into the source?
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06/29/2009, 02:45
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#2
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What source, zawmg.
If lotf, add a portal in mySQL
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06/29/2009, 03:32
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#3
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Well, as Zanzibar say basically. If it's a source that does not have portals at all, if you have no idea how you would do it you can try using other sources as reference's. If still not, you can edit your first post on this thread and specify source, what you've done so far on portals and that stuff.
Emme
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06/29/2009, 03:37
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#4
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Well its Lotf source and im trying to code them into the source im thinking that will fix the portal problem. with people get stuck.
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06/29/2009, 04:05
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#5
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Quote:
Originally Posted by Pete1990
Well its Lotf source and im trying to code them into the source im thinking that will fix the portal problem. with people get stuck.
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Have you ever thought that the problem wasn't the portals, but it's you
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06/29/2009, 04:17
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#6
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Lmao its portals becuse everone get stuck in some portals i even checked make sure they go right spots they do.
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06/29/2009, 04:24
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#7
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Recode how the portal works and try find out what's causing it to freeze the client while it's 'teleporting' the character.
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06/29/2009, 04:43
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#8
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I get what hes trying to say... It was a common bug with LOTF sources but I forgot the fix or if there even was one IDK..
Quote:
Have you ever thought that the problem wasn't the portals, but it's you
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So its 100% not him just LOTF
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06/29/2009, 04:52
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#9
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Well the bug only occurs when the server lags, if I'm correct.
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06/29/2009, 05:16
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#10
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Quote:
Originally Posted by Singah
Well the bug only occurs when the server lags, if I'm correct.
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And thus making my statement true.
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06/29/2009, 06:02
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#11
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Server lag has nothing to do with it, it doesn't even make sense that it would be `lag`
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06/29/2009, 06:07
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#12
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Lmao i dont know what the probllem is
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06/29/2009, 06:34
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#13
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I'm pretty sure(I haven't looked at it in a while, maybe i will) LOTF handles teleporting wrong.
My source:
Code:
static class DataIDs
{
public const ushort RequestEntity = 102;
public const ushort SetLocation = 0x4A;
public const ushort ChangeMap = 0x56;
public const ushort SetMapColor = 0x68;
public const ushort Jump = 0x85;
public const ushort RequestSurroundings = 0x72;
public const ushort RemoveEntity = 0x84;
public const ushort ChangePKMode = 0x60;
public const ushort RequestRevive = 0x5E;
public const ushort ChangeAction = 0x51;
public const ushort Hotkeys = 0x4B;
public const ushort ConfirmFriends = 0x4C;
public const ushort ConfirmProfs = 0x4D;
public const ushort ConfirmSpells = 0x4E;
public const ushort ConfirmGuild = 0x61;
public const ushort CompleteLogin = 0x82;
public const ushort ChangeAvatar = 0x8E;
public const ushort EnterPortal = 0x55;
public const ushort DeletePlayer = 0x5F;
public const ushort ViewEquips = 117;
}
NOTE: ALL OF THOSE ARE HEXADECIMALS EXCEPT VIEWEQUIPS
LOTFs teleport:
Code:
public void Teleport(ushort map, ushort x, ushort y)
{
Attacking = false;
PTarget = null;
MobTarget = null;
TGTarget = null;
if (LocMap != 700&&LocMap != 1036)
PrevMap = LocMap;
Ready = false;
World.RemoveEntity(this);
LocMap = map;
LocX = x;
LocY = y;
MyClient.SendPacket(General.MyPackets.GeneralData((long)UID, LocMap, LocX, LocY, 74));
World.SpawnMeToOthers(this, false);
World.SpawnOthersToMe(this, false);
World.SurroundNPCs(this, false);
World.SurroundMobs(this, false);
if (LocMap == 1038)
SendGuildWar();
Ready = true;
}
The correct number should be ChangeMap, not the 74. Have fun.
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06/29/2009, 06:35
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#14
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Lotf handles almost everything incorrectly.
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06/29/2009, 07:12
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#15
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when i did it i come up with this
Error 1 The best overloaded method match for 'COServer_Project.Packets.GeneralData(long, long, ushort, ushort, short)' has some invalid arguments C:\Documents and Settings\David\Desktop\COServerProjectv1\COServerP roject\Character.cs 8465 33 COServerProject
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