byte[] Data = new byte[8 + 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 .
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.
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 .
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 .
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
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.
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.
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(Player, Packets.AttackPacket(Attacker.EntityID, Player.EntityID, Player.Loc.X, Player.Loc.Y, Damage, (byte)AttackType)); HelthPowerFactor.CheckHP(Player, false, Damage); } else { it dosent matter if the player is dead or not its long enough . } } }
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
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 .
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