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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   #1
 
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a small problem/ attack type

ok this is how im sending the attack packet .

Players.Supply(Packets.AT( Attacker.ID, Mob.ID, Mob.Loc.X, Mob.Loc.Y, Damage, AttackType));

and this is the attack packet .

PHP Code:
byte[] Data = new byte[32];
COPacket P = new COPacket(Data);
P.WriteUshortAddPos2((ushort)(Data.Length 8));
P.WriteUshortAddPos2((ushort)0x3FE);
P.WriteUintAddPos4(0);
P.WriteUintAddPos4(Attacker.ID);
P.WriteUintAddPos4(Mob.ID);
P.WriteUshortAddPos2(X);
P.WriteUshortAddPos2(Y);
P.WriteUintAddPos4(AttackType);
P.WriteUintAddPos4(Damage);
P.WriteUintAddPos4(0);
return 
P.AddTQServer8Byte(); 
the attack packet works fine all attack types works great . cept when it comes to the bow attack which is 28 . whenever i send the attack packet with the damage the damage amount comes up 2 time and i can see 2 different numbers above the target .

lets say i changed the damage to be something like
Quote:
P.WriteUintAddPos4(2000);
m gonna see the same number 2wise knowing that the take attack void is being executed only 1 time . and that happens only when the attack type is 28/archer melee attack .

i tried to change the attack type to be a normal melee attack > 2 < but that dident help cus that way i cant see the arrows targeting the target any more .Plus if i changed the damage to 0 im not gonna be able to see the damage any more .



so any idea on wtf is wrong with that packet cus i spent a LOOONG time trying to figure that shit out .

thanks
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Old 02/04/2011, 11:11   #2
 
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the arrows will not be sent unless you use the normal archer melee attack...
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Old 02/05/2011, 16:18   #3
 
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Leave the packet, It's perfect.. The Calculations are wrong.
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Old 02/05/2011, 20:03   #4
 
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Wouldn't say the packet is perfect Shift.

Are you sure you are not sending the packet twice within another part of the code outside the Attack area. I know you said you checked but better check again, this is newestcoserver we are talking about.
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Old 02/05/2011, 20:31   #5
 
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Quote:
Originally Posted by _DreadNought_ View Post
Wouldn't say the packet is perfect Shift.

Are you sure you are not sending the packet twice within another part of the code outside the Attack area. I know you said you checked but better check again, this is newestcoserver we are talking about.
im using the newestcoserver Packets and Packet Structure . not the whole thing and trust me the **** 5165 packets are all the same you just need to know how to send **** and handle it so DONT act like >>> this is newestcoserver we are talking about.<<< an if you feel like you wanna comment on this topic So BAD please find something useful not a bunch of **** .


plus i figured that the X2 damage comes up 2wise only for the attacker .i logged in with another char and the damage was normal like each arrow comes up with a one Damage on target .

if i sent the packet with out the damage there well be no damage amount for both players .

also i made a exception for the attacker when i spawn the player to the in range players and still its the same .

something is wrong with the packet thingy tho.
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Old 02/06/2011, 10:22   #6
 
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Quote:
Originally Posted by { Angelius } View Post
im using the newestcoserver Packets and Packet Structure . not the whole thing and trust me the **** 5165 packets are all the same you just need to know how to send **** and handle it so DONT act like >>> this is newestcoserver we are talking about.<<< an if you feel like you wanna comment on this topic So BAD please find something useful not a bunch of **** .



plus i figured that the X2 damage comes up 2wise only for the attacker .i logged in with another char and the damage was normal like each arrow comes up with a one Damage on target .

if i sent the packet with out the damage there well be no damage amount for both players .

also i made a exception for the attacker when i spawn the player to the in range players and still its the same .

something is wrong with the packet thingy tho.
I Don't see anything wrong here ... Weird
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Old 02/07/2011, 05:41   #7
 
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Quote:
Originally Posted by §hift View Post
I Don't see anything wrong here ... Weird
Lmao >[ Its not weird its STUPID and what makes it more stupid is no body knows whats wrong or how to fix it ]<

oh well at least i tried :P
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Old 02/07/2011, 09:50   #8


 
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Look through the attack handler, looks like you are sending the damage packet twice.
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Old 02/07/2011, 22:07   #9
 
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Quote:
Originally Posted by Korvacs View Post
Look through the attack handler, looks like you are sending the damage packet twice.


oh Please not you Korvacs.

did you even watch the video ? cus i had everything in that video starting with the attack packet .
if you dident watch it please do it and look at the Damage thing on the attacker side/ the target
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Old 02/08/2011, 01:10   #10


 
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Quote:
Originally Posted by { Angelius } View Post


oh Please not you Korvacs.

did you even watch the video ? cus i had everything in that video starting with the attack packet .
if you dident watch it please do it and look at the Damage thing on the attacker side/ the target
No i didnt watch the video, i made my assessment based upon what you said throughout the thread.

I have just watched your video, and the only thing it managed to prove was that the packet was CONSTRUCTED once, you didnt prove that it was only sent to each character once. So the likelyhood is that im correct you are sending the data to the person who is attacking, and to all local users but not excluding the attacker, therefore everyone else sees it as normal, but the attacker gets 2 damage packets.

Im not sure if i should facepalm you or not to be honest.
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Old 02/08/2011, 09:39   #11
 
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Quote:
Originally Posted by Korvacs View Post
No i didnt watch the video, i made my assessment based upon what you said throughout the thread.

I have just watched your video, and the only thing it managed to prove was that the packet was CONSTRUCTED once, you didnt prove that it was only sent to each character once. So the likelyhood is that im correct you are sending the data to the person who is attacking, and to all local users but not excluding the attacker, therefore everyone else sees it as normal, but the attacker gets 2 damage packets.

Im not sure if i should facepalm you or not to be honest.

today , i though about checking the forums and look if i got any new answer on how to fix that archer attack thingy, and than i figured that you commented on the topic so i was like finally someone got the right answer but I was very disappointed with the answer you've given me.

thats all an i dident mean to sound mean :P .

however i hope this is gonna change your mind about sending the attack packet 2wise to the attacker and btw i dont ask for help just cus i feel like it or just cus i feel like starting a new topic i posted that after i spent 2 long days trying to fix it and about the attack handler thing i codded that my self an i know i have done it the right way but still here is the video.

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Old 02/08/2011, 09:47   #12


 
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Honestly you didnt prove anything with that video, at one point you commented out the function that sends data to local clients...which was odd.

Post your attackhandler.
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Old 02/08/2011, 10:03   #13
 
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attack handler .
PHP Code:
 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:
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:
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;
SpawnMe(PlayerPackets.AttackPacket(Attacker.EntityIDPlayer.EntityIDPlayer.Loc.XPlayer.Loc.YDamage, (byte)AttackType));
HelthPowerFactor.CheckHP(PlayerfalseDamage);
}
else
{
it dosent matter if the player is dead or not its long enough .
}
}

the spawn Packet .

PHP Code:

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); }
        } 

what else do you need to see ?
that way there is no other resources that needs to be used by the archer melee attack .

oh i forgot ,
this is how im forcing the player to auto attack as long as the target is not dead yet .

PHP Code:

#region Check Melee Attack
if ((Player.IsMeleeAttacking && Player.Target != && DateTime.Now Player.LastAttack.AddMilliseconds(1200)))
{
Dictionary<uintintTargets null;
PlayerTargets.GetTargets(Player.Targetref TargetsPlayer0Player.AttackType);
Player.skilluse false;
Targets.Clear();
}
#endregion 
and btw i dident comment what you said i did . what i did is i i made an Exception for the attacker and than an Exception for the target and that showed you both of the player/target WITH OUT the Exceptions that was clear enough though .watch it again please

Example
PHP Code:

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))
//1
if (Tospawn != SpawnTo)
{
spawnTo.MyClient.supply(Data);
}
//2
if (Tospawn == SpawnTo)
{
spawnTo.MyClient.supply(Data);
}
// 3
spawnTo.MyClient.supply(Data);
                }
            }
            catch (
Exception e) { Program.WriteLine(e);}
        } 
Ps. Please IGNORE The Bad Spelling lmfao .
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Old 02/08/2011, 10:35   #14


 
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It has something to do with your auto attacker, if you notice the double damage doesn't come up straight away its actually on the third attack.

Your spawnme function, what's its intention? To send data to one client, or send data locally to all clients?
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Old 02/08/2011, 10:53   #15
 
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Quote:
Originally Posted by Korvacs View Post
It has something to do with your auto attacker, if you notice the double damage doesn't come up straight away its actually on the third attack.

Your spawnme function, what's its intention? To send data to one client, or send data locally to all clients?
ummm im not sure about the auto attacker but i tried to send the spawnme packet with no damage and yes i got the target losing hp with out the damage amount spawned ,

but Korvacs the weird thing is if you take a look back to the video when the damage comes up 2wice im getting 2 different numbers .

i did something like
PHP Code:
Console.WriteLine(Damage); 
in side the attack packet and if we said that the damage was 2k im gonna get the 2k plus another amount that is real close to the 2k just like when i sent the attack packet for the skill use IE(Towoff blades skill) knowing that i replaced the damage to be 2k all the time and i removed the uint damage = calculate.etc.etc ,

and about the spawnMe thing its meant to provide the in range players with the attack movement the range is int 20 spawning the attacked char with the damage that is been dealt on it .

locally to all clients in range 20 ;
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