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[QUESTION] Coding Portals

Discussion on [QUESTION] Coding Portals within the CO2 PServer - Discussions / Questions forum part of the Conquer Online 2 category.

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Old   #1
 
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[QUESTION] Coding Portals

Can someone like give me a hint how to code Portals into the source?



Pete1990 is offline  
Old 06/29/2009, 02:45   #2
 
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What source, zawmg.

If lotf, add a portal in mySQL


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Old 06/29/2009, 03:32   #3
 
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Well, as Zanzibar say basically. If it's a source that does not have portals at all, if you have no idea how you would do it you can try using other sources as reference's. If still not, you can edit your first post on this thread and specify source, what you've done so far on portals and that stuff.

Emme
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Old 06/29/2009, 03:37   #4
 
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Well its Lotf source and im trying to code them into the source im thinking that will fix the portal problem. with people get stuck.


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Old 06/29/2009, 04:05   #5
 
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Quote:
Originally Posted by Pete1990 View Post
Well its Lotf source and im trying to code them into the source im thinking that will fix the portal problem. with people get stuck.
Have you ever thought that the problem wasn't the portals, but it's you
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Old 06/29/2009, 04:17   #6
 
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Lmao its portals becuse everone get stuck in some portals i even checked make sure they go right spots they do.
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Old 06/29/2009, 04:24   #7
 
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Recode how the portal works and try find out what's causing it to freeze the client while it's 'teleporting' the character.
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Old 06/29/2009, 04:43   #8
 
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I get what hes trying to say... It was a common bug with LOTF sources but I forgot the fix or if there even was one IDK..

Quote:
Have you ever thought that the problem wasn't the portals, but it's you
So its 100% not him just LOTF
n0mansland is offline  
Old 06/29/2009, 04:52   #9
 
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Well the bug only occurs when the server lags, if I'm correct.
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Old 06/29/2009, 05:16   #10
 
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Quote:
Originally Posted by Singah View Post
Well the bug only occurs when the server lags, if I'm correct.
And thus making my statement true.
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Old 06/29/2009, 06:02   #11
 
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Server lag has nothing to do with it, it doesn't even make sense that it would be `lag`
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Old 06/29/2009, 06:07   #12
 
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Lmao i dont know what the probllem is
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Old 06/29/2009, 06:34   #13
 
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I'm pretty sure(I haven't looked at it in a while, maybe i will) LOTF handles teleporting wrong.

My source:
Code:
static class DataIDs
    {
        public const ushort RequestEntity = 102;
        public const ushort SetLocation = 0x4A;
        public const ushort ChangeMap = 0x56;
        public const ushort SetMapColor = 0x68;
        public const ushort Jump = 0x85;
        public const ushort RequestSurroundings = 0x72;
        public const ushort RemoveEntity = 0x84;
        public const ushort ChangePKMode = 0x60;
        public const ushort RequestRevive = 0x5E;
        public const ushort ChangeAction = 0x51;
        public const ushort Hotkeys = 0x4B;
        public const ushort ConfirmFriends = 0x4C;
        public const ushort ConfirmProfs = 0x4D;
        public const ushort ConfirmSpells = 0x4E;
        public const ushort ConfirmGuild = 0x61;
        public const ushort CompleteLogin = 0x82;
        public const ushort ChangeAvatar = 0x8E;
        public const ushort EnterPortal = 0x55;
        public const ushort DeletePlayer = 0x5F;
        public const ushort ViewEquips = 117;
    }
NOTE: ALL OF THOSE ARE HEXADECIMALS EXCEPT VIEWEQUIPS


LOTFs teleport:
Code:
public void Teleport(ushort map, ushort x, ushort y)
        {
            Attacking = false;
            PTarget = null;
            MobTarget = null;
            TGTarget = null;
            if (LocMap != 700&&LocMap != 1036)
            PrevMap = LocMap;
            Ready = false;
            World.RemoveEntity(this);
            LocMap = map;
            LocX = x;
            LocY = y;
            MyClient.SendPacket(General.MyPackets.GeneralData((long)UID, LocMap, LocX, LocY, 74));
            World.SpawnMeToOthers(this, false);
            World.SpawnOthersToMe(this, false);
            World.SurroundNPCs(this, false);
            World.SurroundMobs(this, false);

            if (LocMap == 1038)            
                SendGuildWar();           

            Ready = true;
        }
The correct number should be ChangeMap, not the 74. Have fun.
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Old 06/29/2009, 06:35   #14
 
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Lotf handles almost everything incorrectly.
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Old 06/29/2009, 07:12   #15
 
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when i did it i come up with this
Error 1 The best overloaded method match for 'COServer_Project.Packets.GeneralData(long, long, ushort, ushort, short)' has some invalid arguments C:\Documents and Settings\David\Desktop\COServerProjectv1\COServerP roject\Character.cs 8465 33 COServerProject


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