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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.

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Old   #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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Old 07/25/2013, 11:00   #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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Old 07/25/2013, 11:52   #3
 
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Quote:
Originally Posted by shadowman123 View Post
Say Shazam 3 Successive Times then Press F5
Shazam Shazam Shazam F5
wow it worked fine )

Quote:
Originally Posted by Dоnavon View Post
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.
Trinty based Source .
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Old 07/25/2013, 19:21   #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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Old 07/25/2013, 19:58   #5
 
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Quote:
Originally Posted by shadowman123 View Post
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
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(state3state4);                                
                                
Inside false;
                                
state.Entity.Teleport(1002444444);
                                
state3.Entity.Teleport(1002444444);
                                
state2.Entity.Teleport(1002444444);
                                
state4.Entity.Teleport(1002444444);
                                
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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Old 07/25/2013, 22:04   #6
 
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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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Old 07/26/2013, 01:12   #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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Old 07/26/2013, 01:18   #8
 
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Quote:
Originally Posted by Super Aids View Post
^Exactly what I though on the other thread.... Now imagine the source being like that all over.


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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Old 07/26/2013, 02:54   #9
 
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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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Old 07/26/2013, 17:56   #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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Old 07/27/2013, 05:24   #11
 
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solved ty to abdoumatrix

#closed
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