Does anyone have information on the packet structure for Traps? I'm drawing a blank on them and don't seem to see them implemented in public sources.
Traps are ingame objects that trigger an effect when the player steps on them. This includes things like mine shafts to go deeper into mines, squama spots and a few other things.
They're an awesome system I just don't see them used often and I'm drawing a blank on pulling out any packet structures.
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Nvm I'm dumb. it appears to be a ground item subtype...
Am I correct in assuming that mine shafts/ladders are server side traps? Seems as though I don't trigger any packets Client>Server when I step on a trap I spawn.
I was under the impression it was like portals where the client would send a request when they were triggered.
Am I correct in assuming that mine shafts/ladders are server side traps? Seems as though I don't trigger any packets Client>Server when I step on a trap I spawn.
I was under the impression it was like portals where the client would send a request when they were triggered.
I could never get anything to be received by the client. I tried changing the map status etc and never did. I suppose you could try to add a portal into the client there to receive a packet, but I just handled it as if it was a trap (squama etc)
I haven't got to do them yet, but as far as I know it doesn't trigger a response from client when trap activated... I could be wrong but someone told me it has to be handled source sided.
It'll be a trap which the client isn't aware of, you check for a trap on every movement and when a client lands on it you activate the relevant ActionID, or script which moves the client to the new map.
On top of that, TQ didn't implement a way to remove them until somewhere near 5500~.
That, or it was just bugged and broken and wasn't fixed until then.
The old days of conquer, once you stood on a squama the only way it would disappear was if you jumped off screen.
On top of that, TQ didn't implement a way to remove them until somewhere near 5500~.
That, or it was just bugged and broken and wasn't fixed until then.
I'm pretty sure this isn't true, I have code that says otherwise but I'm unable to test it currently, there is a dropid/groundobjectid specifically for the removal of a trap from the screen in 4267.
Maybe it's bugged like you say and actually this doesn't do anything, hmm.
Just to confirm it's 12/0x0C to remove in my code. Is this not working?
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