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[Guide]sending map effects using client side

Discussion on [Guide]sending map effects using client side within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.

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Old   #1
 
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[Guide]sending map effects using client side

simply creat a new npc place it where ever u want the effect to be

like that


Code:
INSERT INTO `npcs` VALUES ('3000110', 'equipupg', '0002', '9990', '1036', '0184', '0206');
then in ur ini/npc.ini

place some thing like that

Code:
[FONT=Tahoma][SIZE=2][COLOR=Navy][NpcType999]
Name=[COLOR=Red].[/COLOR] // not to show the npc name
SimpleObjID=266
StandByMotion=9992660100
BlazeMotion=9992660102
RestMotion=9992660101
Effect=equipment_upg // effect id
ASB=5
ADB=6
FixDir=0
ZoomPercent=1[/COLOR][/SIZE][/FONT] // to make the npc some kinda invisble
the result :



that's it
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Old 04/15/2012, 19:14   #2
 
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Great release mate! keepitup.
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Old 04/15/2012, 19:38   #3
 
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good as **** !
well the point is , no one will be able to stand on the npc (effect) which force me to use server side effects on some events
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Old 04/15/2012, 19:39   #4
 
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For some reason i dont have equipment_upg, in my 3deffect, mind giving me the lines ?
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Old 04/15/2012, 20:42   #5
 
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well u can stand upon the effect
if u hav'nt the effect coded simply download conquer latest dbcs [3deffect,3dobj,3dtexture]
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Old 04/15/2012, 20:53   #6
 
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... this seems silly...

You're editing the client (user must patch before seeing effect) and still have to send a packet every time you want the client to see the effect....

Why not just skip the client edit and just make a database of ground effects to be displayed and use the normal string packet to make it show when the user comes in range?

Also solves the walking problem.
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Old 04/15/2012, 21:03   #7
 
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Your Market looks like hell.
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Old 04/15/2012, 21:41   #8
 
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Quote:
Originally Posted by pro4never View Post
... this seems silly...

You're editing the client (user must patch before seeing effect) and still have to send a packet every time you want the client to see the effect....

Why not just skip the client edit and just make a database of ground effects to be displayed and use the normal string packet to make it show when the user comes in range?

Also solves the walking problem.
PHP Code:
byte[] date = new byte[32] { 0x18 ,0x00 ,0x4D ,0x04 ,0x90 ,0x1F ,0x0F ,0x00 ,0x2C ,0x03 ,0x00 ,0x00 ,0xB9 ,0x00 ,0xCC ,0x00 ,0x00 ,0x00 ,0x0B ,0x00 ,0x00 ,0x 00 ,0x00 ,0x00 ,0x54 ,0x51 ,0x53 ,0 x65 ,0x72 ,0x76 ,0x65 ,0x72 };
foreach (
Client.GameState pclient in ServerBase.Kernel.GamePool.Values )
{
if (
ServerBase.Kernel.GetDistance (pclient.Entity.Xpclient.Entity.Y184205) < 17 && !pclient.Effect) { pclient.Effect true; if (pclient.Entity.MapID == 1036pclient.Send(date); }
else
{
if (
ServerBase.Kernel.GetDistance (pclient.Entity.Xpclient.Entity.Y184205) > 17) { pclient.Effect false; }

but i like editing the client way more

Quote:
Originally Posted by Angellinho View Post
Your Market looks like hell.
Zatoichi's
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Old 04/16/2012, 00:43   #9
 
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You're creating twice as much work for yourself editing the client this way....

If you write a few lines of code to the source so that the screen system handles floor effects properly then you can skip all your steps you have in your guide except for the sql query and it works EXACTLY the same as you have it here... except there's no reason (ever) to edit client. You're doing the same work server and database side in your example but ALSO doing extra in client. It's pointless.
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Old 04/16/2012, 02:48   #10
 
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best way to add map effect by client @ [ini/region.ini]
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Old 04/17/2012, 07:45   #11
 
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Your market rocks ^^
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Old 04/18/2012, 21:19   #12
 
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Quote:
Originally Posted by -Sensei- View Post
Your market rocks ^^
well actually its zatoichi's and his team

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