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a small problem/ attack type

Discussion on a small problem/ attack type within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old 02/08/2011, 17:00   #16


 
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Really you need to be breakpoint testing this sort of thing instead of just outputting information to the console, you could more easily keep track of where your threads are going that way and make sure that you arnt accidently sending data to the wrong client and what not.

Google breakpoint debugging in C# and learn how to do it.
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Old 02/09/2011, 02:37   #17
 
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Quote:
Originally Posted by Korvacs View Post
Really you need to be breakpoint testing this sort of thing instead of just outputting information to the console, you could more easily keep track of where your threads are going that way and make sure that you arnt accidently sending data to the wrong client and what not.

Google breakpoint debugging in C# and learn how to do it.
Korvacs i know how to use the **** breakpoints .. and again how the hell is it gonna be a problem as long as the source im making is still 50% complete i know every **** line in side the source an i know what dose that **** do and i know why did i create that line i had every single attack void BLOCKED nothing is using the attack packet cept the 2 online player and the attack packet is being sent only ONE time to the target/ attacker .

.the data is being sent 2wice to the same client no its not .confirmed
i have something wrong in side the attack handler nope i dont . confirmed
the auto attack void is cusing it nope its not its attacking the target depending on the target ID that has being stored earlier No target id not Attack/Damage .confirmed

What else do i need to do to figure whats wrong huh ?

maybe im still learning but it dosent mean that i dont know what im talking about the **** packet is splitting the damage NO its not splitting its Generating another similar phantom damage just like when you send the skill use packet to spawn the attacked/attacker using the( TowofBlades )skill you dont split the Damage the **** packet dose .
thanks for helping me any way .
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Old 02/09/2011, 09:22   #18


 
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You haven't confirmed any of that to be honest, and to be perfectly honest you asked for help, if you dont want to go through the process of figuring out whats wrong then dont ask for help. If you know about breakpoints and using them to debug, why havent you dont so to determine that the problem doesnt existing in your attack handler, and if you have why havent you demonstrated that?
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Old 02/09/2011, 11:08   #19
 
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Quote:
Originally Posted by Korvacs View Post
You haven't confirmed any of that to be honest, and to be perfectly honest you asked for help, if you dont want to go through the process of figuring out whats wrong then dont ask for help. If you know about breakpoints and using them to debug, why havent you dont so to determine that the problem doesnt existing in your attack handler, and if you have why havent you demonstrated that?
what i provided in this topic is enough to show/prove to a Blind Man that the problem is in the packet it self ,and thats something that im a %100 sure .

and about why im asking for help lmao cus i know nothing about creating/building packet .i used it like what it is .

IE.How dose the skilluse packet split the damage(RapidFire/TwofoldBlades) no matter what the damage amount is .!
i dont know how the f** it works so i had to ask .

any ways ..thanks for TRYING .dont bother any more cus i guess the next step is gonna be UPLOAD THE WHOLE SOURCE so i can look at it WTF

OHH .and btw the **** breakpoints dosent help with this one its not gonna go throw the client .
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Old 02/09/2011, 11:36   #20


 
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Well i just tried to help you based on the information that you proved me with, atleast i gave it a try, would you have rather that no one tried to help you?

Don't get pissy with me because i couldnt help you based on the information that you provided.
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Old 02/09/2011, 13:14   #21
 
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Quote:
Originally Posted by Korvacs View Post
Well i just tried to help you based on the information that you proved me with, atleast i gave it a try, would you have rather that no one tried to help you?

Don't get pissy with me because i couldnt help you based on the information that you provided.
pissy !!

lol again Thank you so much .
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Old 02/09/2011, 13:17   #22


 
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Whatever man people simply wont help you if your like this whenever someone decides to try and help you with debugging.

And yes breakpoints debugging would solve this problem in seconds.

Thats all from me, good luck fixing it on your own.
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Old 02/09/2011, 16:05   #23
 
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Quote:
Originally Posted by Korvacs View Post
Whatever man people simply wont help you if your like this whenever someone decides to try and help you with debugging.

And yes breakpoints debugging would solve this problem in seconds.

Thats all from me, good luck fixing it on your own.
what a help i posted every single void/case/method that is connected to that attack type and for what.... to have you telling me that i dident prove **** and this and that running in circles talking about me what the **** do you mean LIKE THIS huh you couldent figure **** out an i said THANK YOU and still you dont like it you know why ?? .cus you are so unable to believe that YOU ARE WRONG pff breakPoints we go ballshit.
Quote:
Originally Posted by Korvacs View Post
if you dont want to go through the process of figuring out whats wrong then dont ask for help.
what F**ing process huh TeamViewer Like **** noobs or upload the whole source ummm or maybe Hire someone to fix it .

+Thanks FOR HELPING ME
whatever dude.
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Old 02/09/2011, 16:22   #24


 
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You dont know exactly where the problem lies. So where do you begin? With the facts, and the facts are that the problem occurs after processing a few attack packets. So where is the most likely place for the problem to exist? The attack handler, so where do you start? The attack handler, to completely exhaust the possibility that it is the attack handler you inspect every line of code to ensure that it isnt just a mistake in your code. If possible use break points to ensure that packets arnt being sent when they arnt supposed to, if a breakpoint is fired when it isnt supposed to you trace the call back and then place anouther breakpoint to see whats trigger that call. If the problem then isnt found to be within the attack handler then you move onto the next possibility, and then the next etc etc.

That is the process, that is how you debug an application. That is what you fail to realise you have to do in order to fix tricky problems and that is why you will never be able to fix this problem because you have no idea how to debug your code.
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Old 02/09/2011, 20:44   #25
 
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THIS IS MY ATTACK HANDLER AGAIN JUST IN CASE YOU COULDENT SEE IT
V
V
V
V
the attack void contains 20 lines 20 nothing complicated dosent need a holly breakpoint dosent take a Genius to understand it .Fuck its not even namespaced .
PHP Code:
//simple starts with a check on the case number case number is 28 ok great
//lets process it Cus WE DONT HAVE ANY OTHER ATTACK TYPES cept the 28
//case the data is being converted.done converting great we got the target id . 
//creating a new Dictionary named targets = null and adding it as a reference to the get targets void .
//the player target is gonna turn from 0 to the new target uid.
//We are done here .
 
uint AttackType BitConverter.ToUInt32(Data20);

switch (
AttackType)
{
case 
28:
{
try
{
#region Bow Attack
if ((DateTime.Now GC.MyChar.LastAttack.AddMilliseconds(800)))
{
uint TargetUID BitConverter.ToUInt32(Data12);
Dictionary<uintintTargets null;
PlayerTargets.GetTargets(TargetUIDref TargetsGC.MyChar028);
GC.MyChar.Target TargetUID;
Targets.Clear();
}
break;
#endregion
}
}
catch (
Exception e) { Program.WriteLine(e); } 
PlayerTargets.get targets void

PHP Code:
// the get targets void starts a few checks on the targeted player
//dead/ghost/shadow/inrange/etc done checking and its all fine 
// the get targets void Calculates the damage .
// once its done checking/Calculating and the target is alive a check to see
//which attack type is being Processed and for sure its not 2 so its gonna
//jump to   DoPlayer.TakeOff Void and than the damage/player id will be
//added to the targets Dictionary KNOWING THAT ITS NOT BEING USED WHEN THE ATTACK TYPE is 28.
//We are done here .
Character C = (Character)WorldTables.H_Chars[Target];
            if (
!= null && !C.Shadow && !C.Dead)
            {
                if (
!= Attacker && !C.Flying)
                {
                    if (
MyMath.PointDistance(C.Loc.XC.Loc.YAttacker.Loc.XAttacker.Loc.Y) <= 16)
                    {
                        if (
C.secondeimunity 0)
                        {
                            if (
C.Body == 1001 || C.Body == 1002 || C.Body == 2001 || C.Body == 2002) { SpawnMe(CPackets.String(C.MyClient.MyChar.EntityID10"fort1"));}
                            else { 
SpawnMe(CPackets.String(C.MyClient.MyChar.EntityID10"fort7")); } Attacker.IsMeleeAttacking false;
                        }
                        else
                        {
                            
uint Damage FuckOffServer.Attacking.Calcolate.Calculation.DamagePlayer(AttackerCSkillIDAttackType);
                            if (
AttackType == 2)
                            {
                                if (!
DotheSkillEffect.WeaponSkill(AttackerC.Loc.XC.Loc.YC.EntityID))
                                {
                                    if (
MyMath.PointDistance(C.Loc.XC.Loc.YAttacker.Loc.XAttacker.Loc.Y) <= 3)
                                    {
                                        
DoPlayer.TakeOff(CAttackerDamageAttackType);
                                        
Targets.Add(C.EntityID, (int)Damage);
                                    }
                                    else { 
Attacker.IsMeleeAttacking false; }
                                }
                                else { 
DoPlayer.TakeOff(CAttackerDamage24); Targets.Add(C.EntityID, (int)Damage); }
                            }
                            else { 
DoPlayer.TakeOff(CAttackerDamageAttackType); Targets.Add(C.EntityID, (int)Damage); }
                        }
                    }
                    else { 
Attacker.IsMeleeAttacking false; }
                }
                else { 
Attacker.IsMeleeAttacking false; }
            } 
The takeoff void

PHP Code:

// the takeOff void checks the playerHP/ decide to kill the player or keep him alive 
//is melee attacking means keep attacking the target cus he is still alive 
//the spawnme void takes care of supplying the in range players with the attack packet 
//
switch (AttackType)
{
case 
2:
{
#region Attack type 2 // Melee
if (Player != Attacker)
{
 if (
Damage Player.CurHP)
{
Attacker.FirstFaital false;
Attacker.IsMeleeAttacking true;
Attacker.LastAttack DateTime.Now;
//and before you even mention that i had it this way 
Attacker.supply(Packets.AttackPacket(Attacker.EntityIDPlayer.EntityIDPlayer.Loc.XPlayer.Loc.YDamage, (byte)AttackType));
// this way the attack packet is being sent only to the attacker
//and still its the same
//SpawnMe(Player, Packets.AttackPacket(Attacker.EntityID, Player.EntityID, Player.Loc.X, Player.Loc.Y, Damage, (byte)AttackType));
HelthPowerFactor.CheckHP(PlayerfalseDamage);
}
else
{
it dosent matter if the player is dead or not its long enough .
}
}

the spawn Packet .

PHP Code:
// oh and finally the lovely Spawnme Packet i guess you already know what
//dose it do or i have to explain it again !
public static void Spawnme (Character Tospawnbyte[] Data)
        {
            try
            {
                foreach (
Character spawnTo in WorldTables.H_Chars.Values)
                {
                    if (
spawnTo.Loc.Map == Tospawn.Loc.Map && MyMath.InBox(Tospawn.Loc.XTospawn.Loc.YspawnTo.Loc.XspawnTo.Loc.Y20))
                        
spawnTo.MyClient.supply(Data);
                }
            }
            catch (
Exception e) { Program.WriteLine(e); }
        } 
i hope that you like/understand my simple way of debugging/ice age breakpointing .

PLEASE GET IT the source is half empty there is no fucking why that another attack packet is being sent there is no other attack type that handles the attack type 28 or another void that contains the attack packet i Blocked it all i showed you that in the damn video and still you keep Insisting that its the attack packet i dont know what to say now .
just quit telling me that why is it that hard for you to believe that its not !
and btw i told you before i know how to breakpoint so why are you telling me how to do your own way of breakpointing.the process thingy ! well i told you earlier its NOT gonna run throw the client side and that the problem is in the packet it self ,

you are talking like i dont know how to debug shit lmfao well guess what YOU well never be able to fix that problem And Fail to understand shit you know why Cus you are setting there guessing/posting all kind off thing that has nothing to do with the problem AND YOU CANT EVEN UNDERSTAND what i have provided up there .

And Next time Dont judge ppl depending on your guessing ballshit.

now forgive me rude way to say shit and leave the room for someone else to have a try thats IF there is any room left.
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Old 02/09/2011, 20:53   #26
 
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DoPlayer.TakeOff( ?
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Old 02/09/2011, 20:57   #27
 
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Quote:
Originally Posted by Syst3m_W1z4rd View Post
DoPlayer.TakeOff( ?
what do you mean !
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Old 02/09/2011, 20:59   #28
 
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The TakeOff void. How does it look?
Have you checked if that's the problem?
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Old 02/09/2011, 21:01   #29
 
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Quote:
Originally Posted by Syst3m_W1z4rd View Post
The TakeOff void. How does it look?
Have you checked if that's the problem?
Sounds like you dident read the whole shit

PHP Code:

// the takeOff void checks the playerHP/ decide to kill the player or keep him alive 
//is melee attacking means keep attacking the target cus he is still alive 
//the spawnme void takes care of supplying the in range players with the attack packet 
//
switch (AttackType)
{
case 
2:
{
#region Attack type 2 // Melee
if (Player != Attacker)
{
 if (
Damage Player.CurHP)
{
Attacker.FirstFaital false;
Attacker.IsMeleeAttacking true;
Attacker.LastAttack DateTime.Now;
//and before you even mention that i had it this way 
Attacker.supply(Packets.AttackPacket(Attacker.EntityIDPlayer.EntityIDPlayer.Loc.XPlayer.Loc.YDamage, (byte)AttackType));
// this way the attack packet is being sent only to the attacker
//and still its the same
//SpawnMe(Player, Packets.AttackPacket(Attacker.EntityID, Player.EntityID, Player.Loc.X, Player.Loc.Y, Damage, (byte)AttackType));
HelthPowerFactor.CheckHP(PlayerfalseDamage);
}
else
{
it dosent matter if the player is dead or not its long enough .
}
}

ohh and like i said earlier what i have provided up there is the complete attack 28 voids/packets/methods/resources nothing else needed to make the archer melee attack works
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Old 02/09/2011, 21:02   #30
 
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I just looked at the void names and since you didn't provide the voids. Let me look the codes.
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