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Over watch for Conquer

Discussion on Over watch for Conquer within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old 01/08/2014, 02:49   #16
 
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Originally Posted by ImmuneOne View Post
You are all looking at it too complex while it's really simple, that's the problem here. The spectator shouldn't be able to view more than his public activity; movement, interactions and character modifications.
Aliiiii droppin the knowledge
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Old 01/08/2014, 02:56   #17
 
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Originally Posted by ImmuneOne View Post
You are all looking at it too complex while it's really simple, that's the problem here. The spectator shouldn't be able to view more than his public activity; movement, interactions and character modifications.
Your absolutely correct, but at the same time if the spectator tries to do any interactions, you need to be able to block those until they leave spectator mode.

On a side note, I just tried forcing the character to jump using the jump action in the general data packet but it wouldn't show the jump for that character, it obviously showed it for other characters though. Hmmmm maybe my patch is too low or there is another way of doing it.
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Old 01/08/2014, 03:20   #18
 
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Originally Posted by Aceking View Post
Your absolutely correct, but at the same time if the spectator tries to do any interactions, you need to be able to block those until they leave spectator mode.

On a side note, I just tried forcing the character to jump using the jump action in the general data packet but it wouldn't show the jump for that character, it obviously showed it for other characters though. Hmmmm maybe my patch is too low or there is another way of doing it.
There are no actions to be blocked when they should not be handled. Rethink your approach of "spectating" another player.
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Old 01/08/2014, 03:20   #19
 
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Originally Posted by ImmuneOne View Post
You are all looking at it too complex while it's really simple, that's the problem here. The spectator shouldn't be able to view more than his public activity; movement, interactions and character modifications.
Enough fancy talk, show us you can do it. Atleast once, put something valuable behind your posts.
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Old 01/08/2014, 03:29   #20
 
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Originally Posted by ImmuneOne View Post
There are no actions to be blocked when they should not be handled. Rethink your approach of "spectating" another player.
I meant the same thing

Anyone know if there is anyway to make the character jump without injecting? And if so what patch does that start at if known?
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Old 01/08/2014, 03:36   #21
 
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Originally Posted by Y u k i View Post
Enough fancy talk, show us you can do it. Atleast once, put something valuable behind your posts.
What led you to believe that you can question whether my posts are valuable? I'm getting a strong feeling that a post of mine hit you right in the heart

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Originally Posted by Aceking View Post
I meant the same thing

Anyone know if there is anyway to make the character jump without injecting? And if so what patch does that start at if known?
There is no specific patch that allows you to do that. If it was impossible just think about how proxies worked back in the days (non memory-based ones that is).
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Old 01/08/2014, 03:45   #22
 
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What led you to believe that you can question whether my posts are valuable? I'm getting a strong feeling that a post of mine hit you right in the heart



There is no specific patch that allows you to do that. If it was impossible just think about how proxies worked back in the days (non memory-based ones that is).
Acctually no, its just that you always brag with your knowledge but rarely ever show whats behind it.

The only thing that hits me right in the heart is your same scheme posts as always. Much brag, nothing else.

Take Ulti, Hybrid, Korvacs for example. They atleast show you proof if you question them.
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Old 01/08/2014, 03:49   #23
 
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Originally Posted by Y u k i View Post
Acctually no, its just that you always brag with your knowledge but rarely ever show whats behind it.

The only thing that hits me right in the heart is your same scheme posts as always. Much brag, nothing else.
If you see me correcting false statements as bragging then please don't accuse me of doing so. Now you even got me surprised as how I am expected to provide information on such matters. If someone actually tries and fails to complete it or get it properly to work that would be another story.
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Old 01/08/2014, 04:14   #24
 
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If you see me correcting false statements as bragging then please don't accuse me of doing so. Now you even got me surprised as how I am expected to provide information on such matters. If someone actually tries and fails to complete it or get it properly to work that would be another story.
Well they way you acted and what you posted made it look like you know how to do it or you did do the same thing in the past.
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Old 01/08/2014, 04:17   #25
 
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Well they way you acted and what you posted made it look like you know how to do it or you did do the same thing in the past.
I certainly know how to do it, I just fail to see how I am supposed to show how it's done that's all. Again it is much simpler than you think it is.

PS I'll tell you what why don't you try to sort it out and when you fail you can send me a message.
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Old 01/08/2014, 07:19   #26
 
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Well this certainly sparked a conversation sorry been at a structure fire all day so from the amount of feed back on this i guess ill start the project and release it guess ill do it for redux again or what type of source remember it will be very simple so its easy to convert to other sources and gets the idea across.
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Old 01/08/2014, 07:29   #27
 
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ImmuneOne knows what he's talking about. The problem is that he doesn't feel comfortable explaining how to do so when there are many ways it can be done, and when the poster might not completely understand how the screen system works in Conquer Online. I'm also uncomfortable giving just one solution, but I will say this: there are many different ways to move the screen. There's teleporting, shifting, pushing, pathfinding, coupled movements (which might be the best choice since the player's mesh can't even be seen), etc (I don't even know how many different ways there are). One way of NOT doing it is sending a jump or walk packet. All that does is confirm the position of the screen (not move it).

PS: Yuki, don't insult members.
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Old 01/08/2014, 14:47   #28
 
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Originally Posted by Spirited Fang View Post
ImmuneOne knows what he's talking about. The problem is that he doesn't feel comfortable explaining how to do so when there are many ways it can be done, and when the poster might not completely understand how the screen system works in Conquer Online. I'm also uncomfortable giving just one solution, but I will say this: there are many different ways to move the screen. There's teleporting, shifting, pushing, pathfinding, coupled movements (which might be the best choice since the player's mesh can't even be seen), etc (I don't even know how many different ways there are). One way of NOT doing it is sending a jump or walk packet. All that does is confirm the position of the screen (not move it).

PS: Yuki, don't insult members.
I know you could make them teleport, but to make it look authentic you would want to force them to jump too so the screen moves fluently.
Not really sure what patch coupled movements are but I imagine its higher than 5065.
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Old 01/08/2014, 18:15   #29
 
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Originally Posted by Aceking View Post
I know you could make them teleport, but to make it look authentic you would want to force them to jump too so the screen moves fluently.
Not really sure what patch coupled movements are but I imagine its higher than 5065.
Fatal strike shifting is actually fluent and moves the screen very well that would be a fitting solution to your problem. Just remind what I told you about rethinking your approach.
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Old 01/08/2014, 20:15   #30
 
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Originally Posted by ImmuneOne View Post
Fatal strike shifting is actually fluent and moves the screen very well that would be a fitting solution to your problem. Just remind what I told you about rethinking your approach.
Well I work with 5065 and ninjas weren't released until 5089? So fatal shifting may not be accessible. Suppose I should really code it to test it and see
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