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[Request] Interactions
Discussion on [Request] Interactions within the CO2 Private Server forum part of the Conquer Online 2 category.
09/26/2010, 10:24
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#1
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[Request] Interactions
#closed
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09/26/2010, 11:33
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#2
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No one will give them away.
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09/26/2010, 16:21
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#3
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they are released (not full system...) It's just attack subtypes
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09/26/2010, 16:40
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#4
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Quote:
Originally Posted by .Beatz
No one will give them away.
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I have them but you(ppl dat give it away) are really full of **** when wasting a thread about that...and you(ppl dat ask for it) are sersly full of **** if u think ur gonna get even a #region of da code
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09/26/2010, 18:15
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#5
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Just for those of you who say shit..
Quote:
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Originally Posted by gtfo
Go to Character.cs and search for:
Code:
public bool Ghost = false;
Above that add:
Code:
public uint InteractionType = 0;
public uint InteractionWith = 0;
public bool InteractionInProgress = false;
public ushort InteractionX = 0;
public ushort InteractionY = 0;
public bool InteractionSet = false;
Go to world.cs and search for:
Code:
if (CC != C && CC.Loc.Map == C.Loc.Map && MyMath.InBox(C.Loc.X, C.Loc.Y, CC.Loc.X, CC.Loc.Y, 17) && !MyMath.InBox(C.Loc.PreviousX, C.Loc.PreviousY, CC.Loc.X, CC.Loc.Y, 17) || !Check)
{
C.MyClient.AddSend(Packets.SpawnEntity(CC));
if (CC.MyGuild != null)
C.MyClient.AddSend(Packets.String(CC.MyGuild.Guild ID, (byte)StringType.GuildName, CC.MyGuild.GuildName));
CC.MyClient.AddSend(CSpawn);
if (C.MyGuild != null)
CC.MyClient.AddSend(Packets.String(C.MyGuild.Guild ID, (byte)StringType.GuildName, C.MyGuild.GuildName));
}
Under that add:
Code:
if (CC.InteractionInProgress && CC.InteractionWith != C.EntityID && CC.InteractionSet)
{
if (CC.Body == 1003 || CC.Body == 1004)
{
if (CC.InteractionX == CC.Loc.X && CC.Loc.Y == CC.InteractionY)
{
C.MyClient.AddSend(Packets.AttackPacket(CC.EntityI D, CC.InteractionWith, CC.Loc.X, CC.Loc.Y, CC.InteractionType, 49));
}
}
else
{
if (Game.World.H_Chars.ContainsKey(CC.InteractionWith ))
{
Character Cs = Game.World.H_Chars[CC.InteractionWith] as Character;
if (Cs.Loc.X == CC.InteractionX && Cs.Loc.Y == CC.InteractionY)
{
C.MyClient.AddSend(Packets.AttackPacket(CC.EntityI D, CC.InteractionWith, CC.Loc.X, CC.Loc.Y, CC.InteractionType, 49));
}
}
}
}
Go to PacketHandler.cs and search for:
Code:
case 41:
GC.AddSend(Packets.Status(GC.MyChar.EntityID, NewestCOServer.Game.Status.Merchant, 0));
GC.MyChar.Merchant = NewestCOServer.Game.MerchantTypes.Not;
GC.AddSend(Data);
break;
Under that add:
Code:
#region Interact
case 46:
{
uint TargetUID = BitConverter.ToUInt32(Data, 12);
GC.MyChar.InteractionInProgress = false;
GC.MyChar.InteractionWith = TargetUID;
GC.MyChar.InteractionType = 0;
if (Game.World.H_Chars.ContainsKey(TargetUID))
{
Game.Character d = Game.World.H_Chars[TargetUID] as Character;
d.InteractionInProgress = false;
d.InteractionWith = GC.MyChar.EntityID;
d.InteractionType = 0;
d.MyClient.AddSend(Packets.AttackPacket(GC.MyChar. EntityID, TargetUID, d.Loc.X, d.Loc.Y, dmg, 46));
}
break;
}
case 47:
{
GC.MyChar.StatEff.Remove(StatusEffectEn.Ride);
uint TargetUID = BitConverter.ToUInt32(Data, 12);
if (GC.MyChar.InteractionWith != TargetUID)
return;
GC.MyChar.InteractionSet = false;
if (Game.World.H_Chars.ContainsKey(TargetUID))
{
Game.Character d = Game.World.H_Chars[TargetUID] as Character;
d.StatEff.Remove(StatusEffectEn.Ride);
d.InteractionSet = false;
if (d.InteractionWith != GC.MyChar.EntityID)
return;
if (d.Body == 1003 || d.Body == 1004)
{
d.MyClient.AddSend(Packets.AttackPacket(GC.MyChar. EntityID, TargetUID, GC.MyChar.Loc.X, GC.MyChar.Loc.Y, dmg, 47));
d.InteractionInProgress = true;
GC.MyChar.InteractionInProgress = true;
d.InteractionType = dmg;
d.InteractionX = GC.MyChar.Loc.X;//Almost done kk
d.InteractionY = GC.MyChar.Loc.Y;
GC.MyChar.InteractionType = dmg;
GC.MyChar.InteractionX = GC.MyChar.Loc.X;
GC.MyChar.InteractionY = GC.MyChar.Loc.Y;
if (d.Loc.X == GC.MyChar.Loc.X && d.Loc.Y == GC.MyChar.Loc.Y)
{
d.InteractionSet = true;
GC.MyChar.InteractionSet = true;
d.MyClient.AddSend(Packets.AttackPacket(d.EntityID , GC.MyChar.EntityID, d.Loc.X, d.Loc.Y, GC.MyChar.InteractionType, 47));
GC.MyChar.SendScreen(Packets.AttackPacket(GC.MyCha r.EntityID, d.EntityID, d.Loc.X, d.Loc.Y, GC.MyChar.InteractionType, 49));
GC.MyChar.SendScreen(Packets.AttackPacket(d.Entity ID, GC.MyChar.EntityID, d.Loc.X, d.Loc.Y, GC.MyChar.InteractionType, 49));
}
}
else
{
GC.AddSend(Packets.AttackPacket(TargetUID, GC.MyChar.EntityID, d.Loc.X, d.Loc.Y, dmg, 47));
d.InteractionInProgress = true;
GC.MyChar.InteractionInProgress = true;
d.InteractionType = dmg;
d.InteractionX = d.Loc.X;
d.InteractionY = d.Loc.Y;
GC.MyChar.InteractionType = dmg;
GC.MyChar.InteractionX = d.Loc.X;
GC.MyChar.InteractionY = d.Loc.Y;
if (d.Loc.X == GC.MyChar.Loc.X && d.Loc.Y == GC.MyChar.Loc.Y)
{
d.InteractionSet = true;
GC.MyChar.InteractionSet = true;
d.MyClient.AddSend(Packets.AttackPacket(d.EntityID , GC.MyChar.EntityID, d.Loc.X, d.Loc.Y, GC.MyChar.InteractionType, 47));
GC.MyChar.SendScreen(Packets.AttackPacket(GC.MyCha r.EntityID, d.EntityID, d.Loc.X, d.Loc.Y, GC.MyChar.InteractionType, 49));
GC.MyChar.SendScreen(Packets.AttackPacket(d.Entity ID, GC.MyChar.EntityID, d.Loc.X, d.Loc.Y, GC.MyChar.InteractionType, 49));
}
}
}
break;
}
case 48:
{
uint TargetUID = BitConverter.ToUInt32(Data, 12);
GC.MyChar.InteractionType = 0;
GC.MyChar.InteractionWith = 0;
GC.MyChar.InteractionInProgress = false;
if (Game.World.H_Chars.ContainsKey(TargetUID))
{
Character d = Game.World.H_Chars[TargetUID] as Character;
d.InteractionType = 0;
d.InteractionWith = 0;
d.InteractionInProgress = false;
}
break;
}
case 50:
{
uint TargetUID = BitConverter.ToUInt32(Data, 12);
uint Attacker = BitConverter.ToUInt32(Data, 8);
GC.MyChar.InteractionType = 0;
GC.MyChar.InteractionWith = 0;
GC.MyChar.InteractionInProgress = false;
if (Game.World.H_Chars.ContainsKey(TargetUID))
{
Game.Character d = Game.World.H_Chars[TargetUID] as Character;
d.InteractionType = 0;
d.InteractionWith = 0;
d.InteractionInProgress = false;
}
GC.MyChar.SendScreen(Packets.AttackPacket(GC.MyCha r.EntityID, TargetUID, GC.MyChar.Loc.X, GC.MyChar.Loc.Y, 0, 50));
GC.MyChar.SendScreen(Packets.AttackPacket(TargetUI D, GC.MyChar.EntityID, GC.MyChar.Loc.X, GC.MyChar.Loc.Y, 0, 50));
break;
}
#endregion
Go to Jump.cs and search for:
Code:
if (GC.MyChar.StatEff.Contains(NewestCOServer.Game.St atusEffectEn.Ride))
{
if (GC.MyChar.Vigor >= 5)
GC.MyChar.Vigor -= 5;
else return;
}
Under that add:
Code:
if (GC.MyChar.InteractionInProgress && GC.MyChar.InteractionSet)
{
if (GC.MyChar.Body == 1003 || GC.MyChar.Body == 1004)
{
if (Game.World.H_Chars.ContainsKey(GC.MyChar.Interact ionWith))
{
Game.Character character = Game.World.H_Chars[GC.MyChar.InteractionWith] as Character;
character.MyClient.AddSend(Packets.GeneralData(cha racter.EntityID, 0, BitConverter.ToUInt16(Data, 8), BitConverter.ToUInt16(Data, 10), 0x9c));
character.Loc.Jump(BitConverter.ToUInt16(Data, 8), BitConverter.ToUInt16(Data, 10));
Game.World.Spawns(character, true);
}
}
}
Go to WalkRun.cs and search for:
Code:
Game.World.Spawns(GC.MyChar, true);
Under it add:
Code:
#region Hold Hands Check
if (GC.MyChar.InteractionInProgress)
{
if (!GC.MyChar.InteractionSet)
{
if (Game.World.H_Chars.ContainsKey(GC.MyChar.Interact ionWith))
{
Game.Character ch = Game.World.H_Chars[GC.MyChar.InteractionWith] as Character;
if (ch.InteractionInProgress && ch.InteractionWith == GC.MyChar.EntityID)
{
if (GC.MyChar.InteractionX == GC.MyChar.Loc.X && GC.MyChar.Loc.Y == GC.MyChar.InteractionY)
{
if (GC.MyChar.Loc.X == ch.Loc.X && GC.MyChar.Loc.Y == ch.Loc.Y)
{
ch.MyClient.AddSend(Packets.AttackPacket(ch.Entity ID, GC.MyChar.EntityID, ch.Loc.X, ch.Loc.Y, GC.MyChar.InteractionType, 47));
GC.MyChar.SendScreen(Packets.AttackPacket(GC.MyCha r.EntityID, ch.EntityID, ch.Loc.X, ch.Loc.Y, GC.MyChar.InteractionType, 49));
GC.MyChar.SendScreen(Packets.AttackPacket(ch.Entit yID, GC.MyChar.EntityID, ch.Loc.X, ch.Loc.Y, GC.MyChar.InteractionType, 49));
GC.MyChar.InteractionSet = true;
ch.InteractionSet = true;
}
}
}
}
}
else
{
if (GC.MyChar.Body == 1003 || GC.MyChar.Body == 1004)
{
if (Game.World.H_Chars.ContainsKey(GC.MyChar.Interact ionWith))
{
Character ch = Game.World.H_Chars[GC.MyChar.InteractionWith] as Character;
ch.Direction = (byte)(Data[4] % 8);
ch.Loc.Walk((byte)(Data[4] % 8));
ch.MyClient.AddSend(Packets.GeneralData(ch.EntityI D, 0, ch.Loc.X, ch.Loc.Y, 0x9c));
World.Spawns(ch, true);
}
}
}
}
#endregion
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09/28/2010, 11:05
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#6
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Join Date: Jun 2007
Posts: 92
Received Thanks: 4
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Doesnt work D: and som errors come with it
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09/28/2010, 12:15
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#7
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Join Date: Feb 2009
Posts: 1,765
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Quote:
Originally Posted by Аrco
Just for those of you who say ****..
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HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH.
@blitz
Im sure it works, make sure u put it the right places.
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09/29/2010, 03:22
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#8
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Join Date: May 2009
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Quote:
Originally Posted by BitzIn
Doesnt work D: and som errors come with it
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don't know how to set it up? having problems? code not working properly?
then the best thing to do is to GTFO and try a different code newblet...
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09/29/2010, 03:59
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#9
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Quote:
Originally Posted by killersub
don't know how to set it up? having problems? code not working properly?
then the best thing to do is to GTFO and try a different code newblet... 
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Before you start calling people 'newblets' and telling them to 'GTFO', you should know I accidentally left a piece of information out that's causing the error.
I'll post the fix right away.
#Edit
Inside the packethandler for case 1022, under
uint AttackType = BitConverter.ToUInt32(Data, 20);
put
uint dmg = BitConverter.ToUInt32(Data, 8);
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09/29/2010, 08:19
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#10
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Join Date: Feb 2009
Posts: 1,765
Received Thanks: 382
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Quote:
Originally Posted by Аrco
Before you start calling people 'newblets' and telling them to 'GTFO', you should know I accidentally left a piece of information out that's causing the error.
I'll post the fix right away.
#Edit
Inside the packethandler for case 1022, under
uint AttackType = BitConverter.ToUInt32(Data, 20);
put
uint dmg = BitConverter.ToUInt32(Data, 8);
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Double hhhh
@OP
I think u have got ur interactions.
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09/29/2010, 16:20
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#11
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Quote:
Originally Posted by killersub
don't know how to set it up? having problems? code not working properly?
then the best thing to do is to GTFO and try a different code newblet... 
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You're acting so hard compared to old you. I remember when you were a newbie at coding. You were always wanted to help about something that you can't code. Also you used to said that you were a noob or newbie in your every single threads. Whenever someone posts negative threads about you, you were NerdRaging about it.
Now shut the hell up and 'think' before you post something.
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09/29/2010, 16:32
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#12
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Quote:
Originally Posted by xSynthesis
You're acting so hard compared to old you. I remember when you were a newbie at coding. You were always wanted to help about something that you can't code. Also you used to said that you were a noob or newbie in your every single threads. Whenever someone posts negative threads about you, you were NerdRaging about it.
Now shut the hell up and 'think' before you post something.
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I love the way you post ^_^
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09/29/2010, 17:14
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#13
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Quote:
Originally Posted by †he Knight §olari§
Hey .Arco Pwnzor , I tried the code also , doesnt work .. I'm Waiting for your fix !
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He already wrote the fix
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09/29/2010, 21:46
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#14
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I lol at this whole interaction stuff.
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09/29/2010, 21:51
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#15
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Quote:
Originally Posted by KraHen
I lol at this whole interaction stuff.
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mainly because it's not complete?
I agree, I did not complete it. But most of it is there.
it's not even good looking?
I didn't even try to make it look clean.
Next time I'm going to write the interaction stuff, will be complete with the right packets(attack + a new one)...
else?
Quote:
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Originally Posted by rwj
Post in comment section below
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