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[Release]My source...
Discussion on [Release]My source... within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.
07/14/2010, 20:44
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#211
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Join Date: Jun 2007
Posts: 31
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Quote:
Originally Posted by mattyc2580
In this project there are 2 separate projects. The main game project and the NPCDialogues. You should just need to open the NPCDialogues project and add the NPCs in there. I am not sure as I have not looked at this source in too much detail. Someone feel free to correct me if I am wrong.
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But if all the npc's are in a dll, how am i supposed to retrieve them all? when i opened the project up, only 2 npc's were coded.
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07/14/2010, 21:38
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#212
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Posts: 1,190
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Quote:
Originally Posted by alexz003
But if all the npc's are in a dll, how am i supposed to retrieve them all? when i opened the project up, only 2 npc's were coded.
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well if only 2 NPCs were coded then I would guess yano not that I have used my brain at all but I guess you would have to make some more. Its called from a dll if you update the Dialogues then it will read from that. So just try adding a new NPC and see if that works.
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07/15/2010, 20:56
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#213
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Can someone fix this up for me?
Code:
#region Firwork EndlessLove
case 720031:
{
client.Send([COLOR="Red"]GamePackets.StringPacket[/COLOR](client.Entity.UID, GamePackets.StringPacket.Effect, "firework-1love"));
client.Inventory.Remove(item, Game.Enums.ItemUse.Remove);
//MyClient.AddSend(Packets.String(MyClient.MyChar.EntityID, 10, "firework-1love"));
}
break;
#endregion
Would be very helpful!
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07/16/2010, 01:55
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#214
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elite*gold: 21
Join Date: Jul 2005
Posts: 9,193
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Quote:
Originally Posted by alexz003
But if all the npc's are in a dll, how am i supposed to retrieve them all? when i opened the project up, only 2 npc's were coded.
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None of them are coded. You have to do that yourself. It's a BASIC source.
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08/05/2010, 11:49
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#215
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elite*gold: 0
Join Date: May 2006
Posts: 1,190
Received Thanks: 516
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Anyone still working on this source? If so can someone please help me!
I have been at it for days and can't get mobs to spawn. I have tried different ways.... e.g calling from Sql and txt files neither way works for me and I don't know why.
If anyone can offer me a solution to my problem this would be very grateful.
Also I tried creating mobs the same way portals are loaded and also the same way NPCs are loaded (kind of) couldn't figure it out 100% though.
Currently I am trying to load from txt files again.
Here
public static void LoadMonsters()
{
string[] Monsters = File.ReadAllLines(ServerBase.Constants.MobSpawnsPa th);
for (int i = 0; i < Monsters.Length; i++)
{
string[] Monster = Monsters[i].Split(' ');
Game.Monsters mob = new Conquer_Online_Server.Game.Monsters();
int MobID = int.Parse(Monsters[0]);
int SpawnAmount = int.Parse(Monsters[1]);
ushort MapID = ushort.Parse(Monsters[2]);
ushort StartX = ushort.Parse(Monsters[3]);
ushort StartY = ushort.Parse(Monsters[4]);
ushort FinishX = ushort.Parse(Monsters[5]);
ushort FinishY = ushort.Parse(Monsters[6]);
if (!ServerBase.Kernel.Monsters.ContainsKey(mob.Start X.ToString() + mob.StartY.ToString() + mob.MapID.ToString()))
ServerBase.Kernel.Monsters.Add(mob.StartY.ToString () + mob.StartY.ToString() + mob.MapID.ToString(), mob);
}
Console.WriteLine("Monsters Loaded");
}
public static object M { get; set; }
This is under LoadPortals in DMaps.cs
and this is in Map.cs
public class Monsters
{
private ushort _MapID;
private ushort _MobID;
private ushort _StartX;
private ushort _StartY;
private ushort _FinishX;
private ushort _FinishY;
private ushort _SpawnAmount;
public Monsters(ushort MapID, ushort MobID, ushort StartX, ushort StartY, ushort FinishX, ushort FinishY, ushort SpawnAmount)
{
_MapID = MapID;
_MobID = MobID;
_StartX = StartX;
_StartY = StartY;
_FinishY = FinishY;
_SpawnAmount = SpawnAmount;
}
public Monsters()
{
}
public ushort MapID
{
get
{
return _MapID;
}
set
{
_MapID = value;
}
}
public ushort MobID
{
get
{
return _MobID;
}
set
{
_MobID = value;
}
}
public ushort StartX
{
get
{
return _StartX;
}
set
{
StartX = value;
}
}
public ushort StartY
{
get
{
return StartY;
}
set
{
_StartY = value;
}
}
public ushort FinishX
{
get
{
return FinishX;
}
set
{
_FinishX = value;
}
}
public ushort FinishY
{
get
{
return FinishY;
}
set
{
_FinishY = value;
}
}
public ushort SpawnAmount
{
get
{
return SpawnAmount;
}
set
{
_SpawnAmount = value;
}
}
}
Someone please tel me where I am being very nooby.
Oh btw I know that mob infos are not called yet. I need to figure this out as well.
Looked at many guides and many sources for help but to no avail
Thanks in advance
@Mods and Other epvp users. I posted for help here as it keeps everything about Impulses source in one place and makes it easier for everyone.
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08/05/2010, 20:51
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#216
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elite*gold: 21
Join Date: Jul 2005
Posts: 9,193
Received Thanks: 5,380
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Ok so gonna skip over what code you wrote so far and write my own 2c worth...
You need to create something to hold monster variables (look at the character/entity class for examples)
You need to create a dictionary to store spawns (I'd use a spawn key + a dictionary of monsters?)
You need to load them from .txt or sql db (looks like you have that somewhat correct but you are loading spawns... not individual monsters)
You then need to spawn them using a spawn packet (test out a hardcoded spawn packet first.. make sure it works) by running through each monster in the monster spawns db and spawning them (then do something like a bool to say it's alive/spawned so you know for future reference)
You then need a thread to control monster movement/attacking (loop through monsters, check if it's spawned/alive, then check conditions for movement/attacking). If mob is not alive, start a respawn for it (make sure there is a delay or it will respawn as soon as it dies!
Hopefully that answers some questions.
What you have under your map file is the SPAWNS, not the individual monsters
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08/05/2010, 21:36
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#217
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elite*gold: 0
Join Date: May 2006
Posts: 1,190
Received Thanks: 516
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Quote:
Originally Posted by pro4never
Ok so gonna skip over what code you wrote so far and write my own 2c worth...
You need to create something to hold monster variables (look at the character/entity class for examples)
You need to create a dictionary to store spawns (I'd use a spawn key + a dictionary of monsters?)
You need to load them from .txt or sql db (looks like you have that somewhat correct but you are loading spawns... not individual monsters)
You then need to spawn them using a spawn packet (test out a hardcoded spawn packet first.. make sure it works) by running through each monster in the monster spawns db and spawning them (then do something like a bool to say it's alive/spawned so you know for future reference)
You then need a thread to control monster movement/attacking (loop through monsters, check if it's spawned/alive, then check conditions for movement/attacking). If mob is not alive, start a respawn for it (make sure there is a delay or it will respawn as soon as it dies!
Hopefully that answers some questions.
What you have under your map file is the SPAWNS, not the individual monsters
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Thanks for the info I will keep this in mind. I am going to use Sql to call the spawns and mob infos, got the basics of it down just need to work out a few bugs in the code and write the Sql File then I should be good to go. I have taken examples from different sources and managed to code it near enough complete as I say just a few minor bugs and a couple of errors. But nothing that can't be fixed without a little common sense I hope.
@pro4never Any chance I can add you on msn. Just incase I run into minor problems that I can't fix?
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08/06/2010, 00:26
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#218
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elite*gold: 0
Join Date: Feb 2009
Posts: 1,765
Received Thanks: 382
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Quote:
Originally Posted by MonstersAbroad
Can someone fix this up for me?
Code:
#region Firwork EndlessLove
case 720031:
{
client.Send([COLOR="Red"]GamePackets.StringPacket[/COLOR](client.Entity.UID, GamePackets.StringPacket.Effect, "firework-1love"));
client.Inventory.Remove(item, Game.Enums.ItemUse.Remove);
//MyClient.AddSend(Packets.String(MyClient.MyChar.EntityID, 10, "firework-1love"));
}
break;
#endregion
Would be very helpful!
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Code:
#region Firwork EndlessLove
case 720031:
{
MyClient.Inventory.Remove(item, Game.Enums.ItemUse.Remove);//Dont know about this, in this version
GC.AddSend(Packets.String(GC.MyChar.EntityID, 10, "firework-1love"));
}
break;
#endregion
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08/06/2010, 01:22
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#219
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elite*gold: 28
Join Date: Jun 2010
Posts: 2,226
Received Thanks: 868
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1. Thanks for trying
2. Solved a very long time ago.
3. Nope not how it would be done its about 6 more lines.
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08/11/2010, 21:21
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#220
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elite*gold: 0
Join Date: Sep 2009
Posts: 36
Received Thanks: 17
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how to add gm/pm here??
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08/11/2010, 21:38
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#221
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elite*gold: 0
Join Date: May 2006
Posts: 1,190
Received Thanks: 516
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Quote:
Originally Posted by shini221
how to add gm/pm here??
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#Reported - No need for a post and a thread asking the same question.
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08/12/2010, 08:52
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#222
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elite*gold: 0
Join Date: Sep 2009
Posts: 36
Received Thanks: 17
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Oh alright sorry but can u answer me?
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09/08/2010, 15:14
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#223
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elite*gold: 0
Join Date: Sep 2009
Posts: 103
Received Thanks: 0
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is there new updte for this one ? ( i want full server no buge for myself only) i like to play with my country only)
cn some one give me one? please
thnx
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09/08/2010, 17:49
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#224
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elite*gold: 28
Join Date: Jun 2010
Posts: 2,226
Received Thanks: 868
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Quote:
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Originally Posted by shini221
Oh alright sorry but can u answer me?
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Use the search button. It's in this thread.
Quote:
Originally Posted by mmno
is there new updte for this one ? ( i want full server no buge for myself only) i like to play with my country only)
cn some one give me one? please
thnx
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No, It takes work, time, effort etc...
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09/09/2010, 03:40
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#225
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elite*gold: 0
Join Date: Sep 2009
Posts: 103
Received Thanks: 0
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can you give me the best score here for 5095 or 5165 almost no bug please
thnx again
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