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need a smart idea for portable wh

Discussion on need a smart idea for portable wh within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #1
 
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need a smart idea for portable wh

im working once more on AI entities but advanced one this time, and i'm still stuck from where i've left off

problem is that i need a portable wh for my entities

there is a variable in the client which is being set on the last npc id to be used in packet 1102 (in case of sash it's being set with the sash item uid)

here how it goes (feel free to correct me)
user click wh npc
client saves that npc id (not interested from which packet)
client sends the npc dialog
source reply with data packet opendialog/4
client sends 1009 subtype money saved and 1102 (with the npc id)
so the source know which wh to show it's items from that 1102 packet

and about the sashes, i've just implemented them, client already draw their GUI (that 3/6/9 slot window) before it sends the wh 1102 packet which makes them useless to my entities as i won't be able to open sashes using a chat packet or even npc dialog

so all i want is something smart without having to RE the client (such thing could take me a week and i don't have this time)

even if you can't program and still got an idea please feel free to post it (not going to make fun of you)
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Old 09/01/2014, 13:02   #2
 
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why wouldn't you be able to open them using the 1102 packet since you know the sash item uid? and I still have no idea what this is all about.
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Old 09/01/2014, 15:56   #3
 
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Msg Action Subtype RemoteCommand

Find the value for sashes done.
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Old 09/01/2014, 16:14   #4
 
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Why do these AI have to physically use a warehouse?
Why can't you create a dictionary on the AI class that will act as a warehouse.

If they are just AI, and no one is going to physically see them play as if it was their own character, then they don't need to use a warehouse specifically.
Sure you can load their items in the database as if it was a real warehouse, as long as the server knows to pull those into their warehouse dictionary on load.

Then just remove and add from there as you please.
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Old 09/01/2014, 18:25   #5
 
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@-impulse- because that way ill have to click the sash on the client else it won't work, i don't want the user to hold the sash for this to work, i want to open a sash from maybe an npc dialog (which will be impossible as the client must click the sash for it to open the sash gui)

@Xio. sash isn't the same as wh, you activate the wh window by sending a packet while the sash it's client side when you click the sash

@Aceking i need the AI owner (players) to be able to give health/mana pots and gears to their AIs which to why i need to have some window for that to happen, every player can own an AI, i need that gui/wh/sash for that owner not for the actual AI to use them
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Old 09/01/2014, 19:29   #6
 
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what about portable itembox???
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Old 09/01/2014, 19:33   #7
 
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I quite like that idea. You have a card for an item box, and you can put it down anywhere and use it as a portable chest. You pick it up by attacking it (it goes directly into your inventory instead of being dropped).
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Old 09/01/2014, 19:44   #8
 
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@abdoumatrix , @Spirited that's such great idea

@Spirited please tell me more about attacking the itembox (does it requires pk mode to be on for the client to send attack packet instead of the npc dialog packet ?)
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Old 09/01/2014, 19:47   #9
 
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Quote:
Originally Posted by Spirited View Post
I quite like that idea. You have a card for an item box, and you can put it down anywhere and use it as a portable chest. You pick it up by attacking it (it goes directly into your inventory instead of being dropped).
or just pick it up with npc dialog
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Old 09/01/2014, 20:56   #10
 
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Attackable NPCs. I'm pretty sure there's a type for attackable furniture. You'll have to check. There's definitely a way of doing it though.
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Old 09/02/2014, 01:56   #11
 
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Quote:
Originally Posted by OverKillasdwqe View Post
@Xio. sash isn't the same as wh, you activate the wh window by sending a packet while the sash it's client side when you click the sash
Yes, thats why you use the type Remote Command. 116.

It will open anything you want with the correct value.
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Old 09/02/2014, 07:44   #12
 
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Quote:
Originally Posted by Xio. View Post
Yes, thats why you use the type Remote Command. 116.

It will open anything you want with the correct value.
^ This is almost correct. You need to ensure that your source allows for dynamic npc handling. Dynamic NPCs will be the first step in doing something like this. Then, you can assign a dynamic npc flag for processing and register all active portable WHs with the warehouse NPC type (without changing the actual NPC type). That way, you can have chests but activate the chests as a different NPC type. If you don't do this, then there's no clean way of associating the NPC id with a warehouse id. General Action packet (10010) subtype 126 opens primary windows (what you're supposed to use, 116 is for performing an interface action in the client). You're looking for parameter 4.

PS: I retract my attackable NPC statement. You can't attack and open dialog for an NPC at the same time. Making it a dialog driven action would be the best means of doing this.
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Old 09/02/2014, 12:58   #13
 
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Quote:
Originally Posted by Spirited View Post
^ This is almost correct. You need to ensure that your source allows for dynamic npc handling. Dynamic NPCs will be the first step in doing something like this. Then, you can assign a dynamic npc flag for processing and register all active portable WHs with the warehouse NPC type (without changing the actual NPC type). That way, you can have chests but activate the chests as a different NPC type. If you don't do this, then there's no clean way of associating the NPC id with a warehouse id. General Action packet (10010) subtype 126 opens primary windows (what you're supposed to use, 116 is for performing an interface action in the client). You're looking for parameter 4.

PS: I retract my attackable NPC statement. You can't attack and open dialog for an NPC at the same time. Making it a dialog driven action would be the best means of doing this.
that why i suggest itembox as when u send from its npcdialog a datapacket with subtype 126 parameter 4.
the client will consider it as the nearest warehouse. and u can just remove it too from the same npc dialog

Q:
===
is there any offset where u send the warehouse id in the datapacket?
maybe i missed it
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Old 09/02/2014, 13:58   #14
 
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Quote:
Originally Posted by abdoumatrix View Post
Q:
===
is there any offset where u send the warehouse id in the datapacket?
maybe i missed it
No. Which warehouse is entirely source sided. The client doesnt need to know what warehouse it is as long as the server knows. If you click NPC's with the corresponding type for warehouses, they will send the warehouse packet and their ID in it, but really, if you open the warehouse dynamically why would you need to tell the client what warehouse it is?
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Old 09/02/2014, 14:51   #15
 
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Quote:
Originally Posted by Xio. View Post
No. Which warehouse is entirely source sided. The client doesnt need to know what warehouse it is as long as the server knows. If you click NPC's with the corresponding type for warehouses, they will send the warehouse packet and their ID in it, but really, if you open the warehouse dynamically why would you need to tell the client what warehouse it is?
just making sure cuz when i tried to send the packet it take the nearest npcuid and send it in warehousepacket
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