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Monster Fade Packet

Discussion on Monster Fade Packet within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old 08/29/2009, 14:57   #16
 
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I found the problem... the status flag changed from 26 to 25. One last discrepancy is that though the monsters cannot be clicked, their names still show unless the mouse hovers over them. I'm guessing maybe I'm missing another flag to go with the dead|fade flags.

@Infamous:
"when the remove entity packet gets sent the monster will fade and burn." - Is that accurate? It seems like the 3F9 packet with the "dead" flag(s) does the fading and makes it "unclickable". Whereas, the DataPacket with the "remove entity" flag removes the mob from the screen.

@tao: Thank you explaining what values the offsets hold.
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Old 08/29/2009, 15:03   #17
 
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To make monsters fade its the 0x2721 packet with the status flags as Dead and blackname. then send the remove entity packet, this will cause your monster to dissapear with the fade and smokey effect.
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Old 08/29/2009, 15:27   #18
 
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Quote:
Originally Posted by Ultimation View Post
To make monsters fade its the 0x2721 packet with the status flags as Dead and blackname. then send the remove entity packet, this will cause your monster to dissapear with the fade and smokey effect.
What is the structure of the 0x2721 packet?

This is what I'm doing now:

1) When the monster dies, send 0x3F9 packet with 0x800 (fade) and 0x20 (dead) flags. This makes the mob fade and unclickable (though as explained in my previous post I still see the names).
2) Set a timer to the Remove() method.
3) The Remove() method then sends packet 0x3F2 with 0x84 (remove entity) flag. This removes the mob from the screen.

Since it works almost perfectly, I don't understand where this 0x2721 packet comes in.
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Old 08/29/2009, 15:31   #19
 
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Quote:
Originally Posted by Belth View Post
What is the structure of the 0x2721 packet?

This is what I'm doing now:

1) When the monster dies, send 0x3F9 packet with 0x800 (fade) and 0x20 (dead) flags. This makes the mob fade and unclickable (though as explained in my previous post I still see the names).
2) Set a timer to the Remove() method.
3) The Remove() method then sends packet 0x3F2 with 0x84 (remove entity) flag. This removes the mob from the screen.

Since it works almost perfectly, I don't understand where this 0x2721 packet comes in.
i am working with the latest client and on the latest client they just make the mob black named, using the new 0x3F9 Packet wich is now (0x2721). your method will work on the older clients.

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