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[Request] Interactions (5165)

Discussion on [Request] Interactions (5165) within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old 03/07/2010, 16:11   #16
 
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As expected, its a Request Attack Packet (0x3FE)
Actions are defined from within the AttackType field and are as follows.

46 = Request
47 = Accept
48 = Refuse
49 = Effect
50 = Stop Effect

I'll get working code for you if I'm not busy (Need to download source + client first).
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Old 03/07/2010, 16:54   #17
 
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Thanks lemme know when ur done
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Old 03/07/2010, 18:35   #18
 
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Honestly idk why people want these.
They are very useless.
People are going to use them once then forget about them forever.
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Old 03/07/2010, 19:18   #19
 
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Uhm.....Still least you can say we are got kiss/hug/hold hands etc etc
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Old 03/07/2010, 19:24   #20
 
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Quote:
Originally Posted by Paralyzer[GM] View Post
Uhm.....Still least you can say we are got kiss/hug/hold hands etc etc
And when its released so is everyone else on epvp.
Won't make your server unique or anything.
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Old 03/07/2010, 19:49   #21
 
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Originally Posted by .Arco View Post
And when its released so is everyone else on epvp.
Won't make your server unique or anything.
I want them because my server is about friendship. I have 2 couples on my server already... I'd love for them to work too. lol
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Old 04/08/2010, 06:43   #22
 
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#bump
Still an issue I can't figure out =\
This is the #1 feature I'd like to add...
if someone could give me a base I could polish it up.
I'm having trouble coding it from scratch.
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Old 04/08/2010, 07:28   #23
 
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Originally Posted by -NewDawn- View Post
#bump
Still an issue I can't figure out =\
This is the #1 feature I'd like to add...
if someone could give me a base I could polish it up.
I'm having trouble coding it from scratch.
Basically wouldn't it be done in the packethandler?

case 1234:
{
Send effect code;
break;
}
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Old 04/08/2010, 09:47   #24
 
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Quote:
Originally Posted by .Arco View Post
Basically wouldn't it be done in the packethandler?

case 1234:
{
Send effect code;
break;
}
Sounds right, I just don't understand how to make the characters move and do the movement of the actions.

Plus, it doesn't even show to what the case # is. When I click the character it just disappears.
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Old 04/08/2010, 10:26   #25
 
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Originally Posted by -NewDawn- View Post
Sounds right, I just don't understand how to make the characters move and do the movement of the actions.

Plus, it doesn't even show to what the case # is. When I click the character it just disappears.
All you need is the packetid and the effectname and your good to go.
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Old 04/08/2010, 10:29   #26
 
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.Arco I think thats what he needs for it but you need the case ids
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Old 04/08/2010, 10:37   #27
 
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Originally Posted by Paralyzer[GM] View Post
.Arco I think thats what he needs for it but you need the case ids
You do realize packethandler is just using a switch statement for the packet ids right?
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Old 04/08/2010, 10:54   #28
 
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Lol'd a lot at Arco's posts lol. You don't need to send any effects. More likely someone sends the 'hug' request to someone. Server changes uids from who wanted to who and both characters start to walk so they will meet to 'attack' them selves. Then there is an action and uid for who you are interacting with in entityspawn. That's the way I see it.
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Old 04/08/2010, 11:07   #29


 
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Quote:
Originally Posted by -impulse- View Post
Lol'd a lot at Arco's posts lol. You don't need to send any effects. More likely someone sends the 'hug' request to someone. Server changes uids from who wanted to who and both characters start to walk so they will meet to 'attack' them selves. Then there is an action and uid for who you are interacting with in entityspawn. That's the way I see it.
Doesnt 5165 display unknown packets in the console? Has no one just gone ahead and tried it.
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Old 04/08/2010, 11:12   #30
 
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Originally Posted by Korvacs View Post
Doesnt 5165 display unknown packets in the console? Has no one just gone ahead and tried it.
I actually did and yes it's Attack packet and I'm sure I'm almost done with it. It's just too easy :S

For people: To be able to know what's the desired interaction of the player look at damage.
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