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TeaM quilf Problem
Discussion on TeaM quilf Problem within the CO2 Private Server forum part of the Conquer Online 2 category.
07/25/2013, 05:32
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#1
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TeaM quilf Problem
hey every one.
i have problem in team quilf when leader die all member in team lose and send out match what can i do to fix it ?
i wish if it help someone.
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07/25/2013, 11:00
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#2
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I probably wouldn't be able to help you, but I do know that it would be easier for members to help you if you mentioned which source you are using, and maybe going a bit more in depth of your issue.
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07/25/2013, 11:52
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#3
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Quote:
Originally Posted by shadowman123
Say Shazam 3 Successive Times then Press F5
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Shazam Shazam Shazam F5
wow it worked fine  )
Quote:
Originally Posted by Dоnavon
I probably wouldn't be able to help you, but I do know that it would be easier for members to help you if you mentioned which source you are using, and maybe going a bit more in depth of your issue.
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Trinty based Source .
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07/25/2013, 19:21
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#4
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how we do u expect that we could help u since we dont know where the error at or even how its coded ? Post the Export Codes
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07/25/2013, 19:58
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#5
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Quote:
Originally Posted by shadowman123
how we do u expect that we could help u since we dont know where the error at or even how its coded ? Post the Export Codes
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PHP Code:
public void Export()
{
foreach (GameState state in Player1.Team.Teammates)
{
foreach (GameState state2 in Player2.Team.Teammates)
{
foreach (GameState state3 in Winner.Team.Teammates)
{
foreach (GameState state4 in Loser.Team.Teammates)
{
state.InArenaMatch = state2.InArenaMatch = false;
foreach (GameState state5 in Watcherss.ToArray())
{
QualifyEngine2.DoLeave(state5);
}
Win(state3, state4);
Inside = false;
state.Entity.Teleport(1002, 444, 444);
state3.Entity.Teleport(1002, 444, 444);
state2.Entity.Teleport(1002, 444, 444);
state4.Entity.Teleport(1002, 444, 444);
state4.Entity.Ressurect2();
state3.Entity.Ressurect2();
state.ArenaTeam.AcceptBox = state2.ArenaTeam.AcceptBox = false;
state.ArenaTeam.AcceptBoxShow = state2.ArenaTeam.AcceptBoxShow = state2.ArenaTeam.AcceptBoxShow.AddHours(2);
state.ArenaTeam.PlayWith = state2.ArenaTeam.PlayWith = 0;
ArenaTeamSignup signup = new ArenaTeamSignup
{
DialogID = 10
};
state4.Send(signup.BuildPacket());
signup.OptionID = 1;
state3.Send(signup.BuildPacket());
QualifierList2.Groups.Remove(ID);
state.Entity.PKMode = this.P1Mode;
Data buffer = new Data(true)
{
UID = state.Entity.UID,
ID = 0x60,
dwParam = (uint)state.Entity.PKMode
};
state.Send(buffer);
state2.Entity.PKMode = this.P2Mode;
Data data2 = new Data(true)
{
UID = state2.Entity.UID,
ID = 0x60,
dwParam = (uint)state2.Entity.PKMode
};
state2.Send(data2);
state.QualifierGroups = null;
state2.QualifierGroups = null;
state.InArenaMatch = false;
state2.InArenaMatch = false;
if (dynamicMap != null)
{
dynamicMap.Dispose();
}
}
}
}
}
}
thanxx ahmed anyway
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07/25/2013, 22:04
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#6
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elite*gold: 21
Join Date: Jul 2005
Posts: 9,193
Received Thanks: 5,380
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w... why are there 4 nested foreach loops all performing the exact same code...
like... holy shitballs
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07/26/2013, 01:12
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#7
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^Exactly what I though on the other thread.... Now imagine the source being like that all over.
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07/26/2013, 01:18
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#8
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elite*gold: 21
Join Date: Jul 2005
Posts: 9,193
Received Thanks: 5,380
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Quote:
Originally Posted by Super Aids
^Exactly what I though on the other thread.... Now imagine the source being like that all over.
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It's like CoG's source code all over again lol..
I believe someone documented 20 nested loops in their map travel code at one point lol.
But yes @ op: You're best off re-writing the system from scratch if it's that messed up. None of what you have there is correct as far as logic is concerned.
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07/26/2013, 02:54
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#9
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Join Date: Aug 2007
Posts: 1,525
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Like pro4 Never Said .. y r u using 4 Loops :S :S .. This System is worst thing i ever seen .. u know ? i dont trust Any1's Coding that y i have recoded alot of stuffs in my source u should do the same and learn to create things by urself
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07/26/2013, 17:56
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#10
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use this
PHP Code:
#region Team Arena if (this.Owner.QualifierGroups != null) { foreach (Client.GameState teammate in Owner.Team.Teammates) { if (teammate.Entity.MapID == Killer.MapID) { if (Owner.Team.m_Team.Count > 1) { if (teammate.Entity.Dead && teammate.Entity.UID != Owner.Entity.UID) { this.Owner.QualifierGroups.End(this.Owner); } } else { this.Owner.QualifierGroups.End(this.Owner); } } } }
#endregion Team Arena
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07/27/2013, 05:24
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#11
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Join Date: Mar 2013
Posts: 87
Received Thanks: 6
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solved ty to abdoumatrix
#closed
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