Hey everyone,(Bare with me)
I'm having trouble figuring out how to implement the gates in guildwars. I'm using a source that has been great to use and I've implemented many things and now I feel more comfortable to learn more about the packets and meshes. In the source, the pole has been implemented as you see below:
Code:
public static void Init()
{
War = false;
Scores = new Hashtable();
LastScores = DateTime.Now;
LastPoints = DateTime.Now;
ThePole = new Pole();
ThePole.EntityID = 6700;
ThePole.Mesh = 1137;
ThePole.CurHP = 10000000;
ThePole.MaxHP = 10000000;
ThePole.Loc = new Location();
ThePole.Loc.Map = 1038;
ThePole.Loc.X = 84;
ThePole.Loc.Y = 99;
}
I decided to look at another source, Redux, which has gates and the pole in it and I was able to find some characteristics that were the same. First is the EntityID. For the pole, The EntityID = 6700 for both sources, The MeshID for the pole on my source is: 1137. on Redux, I found the left gate had an EntityID = 6701, with a mesh ID:241. So I tried using the same "Pole Struct" but with an EntityID = 6701 and Mesh:241:
Ofcourse it didn't work, but I was able to keep the EntityID to 6701 instead of 6700 and use the Pole Mesh and could spawn another Pole, but no gate.
How do you find the meshes and their corresponding IDs? And what should I look into to solving my problem? I just need some guidance; pointed in the right direction. Thank you!
No one has said anything yet so I'm going to continue with more test that I've done and learn. I still can't find out how to spawn a gate mesh instead of a pole. From 2 different sources, the mesh ID for a pole was 1137. One of those had the gate mesh ID as 241(leftgate) and 245(when left gate is opened). Again when I replace the pole mesh id with 241, there is no object.
Where can I find the mesh IDs? I've done many searches using Notepad++ to search all text files in my database and conquer client and nothing pops up.
I assume the gate uses the same packet as the pole which is an npc packet, the packet is below.
Code:
byte[] Packet = new byte[8 + 36 + Name.Length];
COPacket P = new COPacket(Packet);
P.WriteInt16((ushort)(Packet.Length - 8));
P.WriteInt16((ushort)1109);
P.WriteInt32(EntityID);
P.WriteInt32(MaxHP);
P.WriteInt32(CurHP);
P.WriteInt16(Loc.X);
P.WriteInt16(Loc.Y);
P.WriteInt16((ushort)Type); //stores the meshID
P.WriteInt16(Flags);
P.WriteInt16(11);
if (Named)
{
P.WriteByte(1);
P.WriteByte((byte)Name.Length);
P.WriteString(Name);
}
My only other option I can think of which I'm thinking is just use 2 poles as the gate. I can set it to when the health gets to 0, i can remove object, or move it out of the way. This would be pretty easy, but would rather have the correct mesh. Example:
I'm not asking anyone to code anything for me, I want to do it myself.Any help in the right direction would be very appreciated!
I was finally able to spawn it! The problem was the flag variable. It was sending 10(which is for pole) and I switched it to 26 and that did it! After 14 hours of learning about packets in 3 different sources, I was able to. Thanks again Spirit, the packet type 1109 was the key in all of this.
Btw, can anyone point me in the right direction with the actual file of the gate? The client that I got with the source apparently removed it. I used a different client to get it to appear. Below are links to the 2 different clients. Thanks!
I was finally able to spawn it! The problem was the flag variable. It was sending 10(which is for pole) and I switched it to 26 and that did it! After 14 hours of learning about packets in 3 different sources, I was able to. Thanks again Spirit, the packet type 1109 was the key in all of this.
Btw, can anyone point me in the right direction with the actual file of the gate? The client that I got with the source apparently removed it. I used a different client to get it to appear. Below are links to the 2 different clients. Thanks!
After messing around with exchanging files around, I found out it was the data.wdf. If you don't mind answering one more question. I'm trying to use CptSky's Package manager to extract the data.wdf. I'm a little confuse of what I'm doing wrong.
In the extractor part, I enter the source(which is the data.WDF), the input should be the same as the source and the output should be a different location. Is there something I did wrong? Should the output location have something in it before? Or is it that I just can't read his instructions haha. Thanks
After messing around with exchanging files around, I found out it was the data.wdf. If you don't mind answering one more question. I'm trying to use CptSky's Package manager to extract the data.wdf. I'm a little confuse of what I'm doing wrong.
In the extractor part, I enter the source(which is the data.WDF), the input should be the same as the source and the output should be a different location. Is there something I did wrong? Should the output location have something in it before? Or is it that I just can't read his instructions haha. Thanks
WPF is a compressed file system. You need to know the key filename/path to get its data from the archive. Korvacs has a tool that iterates through all keys and dumps the archive to a directory. That's probably what you're looking for.
WPF is a compressed file system. You need to know the key filename/path to get its data from the archive. Korvacs has a tool that iterates through all keys and dumps the archive to a directory. That's probably what you're looking for.
I used his before and it didn't work at first, but now I understand what you/them meant where it had to know the file path to the original. I was making a copy of the data.wdf and placed it in another directory. I was able to set up the gate and got them to work like it does in normal conquer. Thanks again for time
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