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[Guide\Release]Guards attack mobs
Discussion on [Guide\Release]Guards attack mobs within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.
09/17/2008, 20:32
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#16
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Quote:
Originally Posted by Rechocto
you could either disable following, or add to Move() "If(Target == null && MType == 1 && (PosX != StartX || PosY != StartY)) { PosX = StartX; PosY = StartY; World.SurroundMobs(this); World.SpawnMobForPlayers(this, true); }"
or something 
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I will try, Thanks  
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09/18/2008, 01:06
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#17
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don't just say thanks, use the *thanks button -.-
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09/19/2008, 06:53
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#18
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error items disappear
to make the guards kill the mods this error occurs, pulled the item not disappear.
The error was found in Entities.cs
go
Quote:
public void TimerElapsed(object source, ElapsedEventArgs e)
{
if (DateTime.Now > LastTargetting.AddMilliseconds(2000))
GetTarget();
if (Target != null)
if (Target.MyClient == null || !Target.MyClient.There || !Target.Alive || !Alive || Target.LocMap != Map)
Target = null;
if (Target != null)
if (MType != 1 && MType != 4 && MType != 5 && MType != 6)
if (Target.Flying)
Target = null;
if (Target != null)
{
Move();
}
else if (MType == 1)
{
Tgt = Other.MobNearest((uint)PosX, (uint)PosY, (uint)Map);
if (Tgt != null && Tgt.Alive == true && Tgt.MType != 1 && MyMath.PointDistance(PosX, PosY, Tgt.PosX, Tgt.PosY) <= 10)
Move2();
}
if (!Alive)
{
if (Revive == false)
{
if (DateTime.Now > Death.AddMilliseconds(3000))
Dissappear();
}
else
{
if (MType == 2)
{
if (Map == 1015)
{
if (DateTime.Now > Death.AddMilliseconds(60000))
ReSpawn();
}
if (Map != 1015)
{
if (DateTime.Now > Death.AddMilliseconds(600000))
ReSpawn();
}
}
if (MType == 0)
{
if (DateTime.Now > Death.AddMilliseconds(25000))
ReSpawn();
}
if (MType == 1)
{
if (DateTime.Now > Death.AddMilliseconds(250))
ReSpawn();
}
if (MType == 4)
{
if (DateTime.Now > Death.AddMilliseconds(25000))
ReSpawn();
}
if (MType == 3)
{
if (DateTime.Now > Death.AddMilliseconds(25000))
ReSpawn();
}
if (MType == 5)
{
if (DateTime.Now > Death.AddMilliseconds(25000))
ReSpawn();
}
if (MType == 6)
{
if (DateTime.Now > Death.AddMilliseconds(25000))
ReSpawn();
}
}
}
}
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Does anyone know how to fix it?
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09/19/2008, 11:10
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#19
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Posts: 306
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what items disapear?
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10/20/2008, 20:50
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#20
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added to  (after request from the threadstarter)
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10/21/2008, 10:29
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#21
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When I'm not using this code the process of the Server will be 0-9 randomly. But when i try to use this one the process of the server should be like 45-55  , it takes too much.
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10/21/2008, 20:25
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#22
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Join Date: Dec 2006
Posts: 7
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ToT donīt func for mi ToT i make it all and my guards donīt kill mobs XD
sorry for my bad inglish xD
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10/27/2008, 01:51
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#23
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Join Date: Apr 2008
Posts: 470
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wrong section man but nice release
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10/27/2008, 06:49
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#24
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Join Date: Aug 2005
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# Moved
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05/22/2009, 20:19
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#25
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Join Date: Apr 2009
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Help....
Code:
(if you have a server with moving mobs, if not.. You'll need to write in a Move() Function, CharNearest() function, and a MobUseSkill() Function.. Come back when you have done this. (You can write some of that based on what you'll be adding)
I didnt understand...do you think you could help me?
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05/22/2009, 21:07
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#26
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Join Date: Mar 2007
Posts: 146
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Quote:
Originally Posted by Waley94
Code:
(if you have a server with moving mobs, if not.. You'll need to write in a Move() Function, CharNearest() function, and a MobUseSkill() Function.. Come back when you have done this. (You can write some of that based on what you'll be adding)
I didnt understand...do you think you could help me? 
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This means if in your server the monsters are not moving you need to recode them and then come back to this topic
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