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[Release] Top Effect Add and Command!

Discussion on [Release] Top Effect Add and Command! within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.

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Old 06/28/2010, 03:26   #16
 
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5095
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Old 06/28/2010, 03:37   #17
 
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idk at which patch the top effects were added but u can look if u got the folders i listed in this guide and if u already got this folders then u just need to add this command but if u dont got this folders and files just read my guide and add it. Im sure u need to change some codes at this command then but dont ask me which ones never worked with 5095.
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Old 07/20/2010, 14:19   #18
 
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Very very nice release, I`m very happy with this!
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Old 07/25/2010, 19:42   #19
 
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Quote:
Originally Posted by irritantgassie View Post
Very very nice release, I`m very happy with this!
thx
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Old 07/26/2010, 06:04   #20
 
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i need top devil please
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Old 08/01/2010, 13:50   #21
 
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Post its not work for me

this can be use on 5165 ?
i try on many 5017 source .= yuki source/irritangassie/***
and many but its still not work on 5017.
i follow the guie

look my video and tell me if some there a mistake... my client vercion 5017- please or help me at msn

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Old 08/03/2010, 05:08   #22
 
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technically you can add pretty much any "graphical effects" from a newer client to a previous one, anything that works without a packet that didn't exist at the patch you're putting them into. now lets see, have you modified the spawnupdate to let others see your effect? or just your client? hmmm
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Old 08/04/2010, 11:00   #23
 
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only client =/ mary jhuana dont talk about spawnupdate
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Old 08/04/2010, 20:45   #24
 
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Nice contribution however, it shouldn't be done as a string packet effect, it needs to be a statusflag, that way all surrounding clients and yourself will see it anyhow, without any need to send repeat string packets.

e.g. TQ's statuseffect.ini
Code:
34 gamemain NULL
35 gameassistant NULL
36 gamemonth NULL
37 gameweek NULL
38 gamefighter NULL
39 gamewarrior NULL
40 gamebow NULL
41 gamewater NULL
42 gamefire NULL
43 gamegulp NULL
Statusflag is a BitField, I can't be bothered explaining what that means so you can Google it to find out how it works and how to set the bitflag correctly.
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Old 08/04/2010, 22:04   #25
 
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Quote:
Originally Posted by © Haydz View Post
Statusflag is a BitField, I can't be bothered explaining what that means so you can Google it to find out how it works and how to set the bitflag correctly.
I hope you don't mind me, but latest statuseffect.ini looks like this:

And I'm not sure, but 93 means like 93th bit in an number by what you said, and I don't know any number longer than 64bits...:S
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Old 08/04/2010, 22:20   #26


 
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Quote:
Originally Posted by -impulse- View Post
And I'm not sure, but 93 means like 93th bit in an number by what you said, and I don't know any number longer than 64bits...:S
BigInteger library TQ has probably changed the system... The old status flag was a bitfield.
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Old 08/04/2010, 23:21   #27
 
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This is getting weird...two people already told me that the old system was based on bit flags inside an 64bit integer, Haydz and CptSky...why doesn't people read the whole post :S...
Quote:
Originally Posted by -impulse-
...I don't know any number longer than 64bits...
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Old 08/04/2010, 23:41   #28
 
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Seriously, why the **** do I bother with this place anymore
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Old 08/04/2010, 23:43   #29
 
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Quote:
Originally Posted by © Haydz View Post
Seriously, why the **** do I bother with this place anymore?
Nobody does, but we still got something tells us to stay
And also is sometimes a good laugh XD
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Old 08/30/2010, 18:08   #30

 
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I did exactly this but i didn't got the effect... The problems isn't the source cause that works.. Im going fix it

Edit*
Really dumb of me, im editing my source alot , but didn't do client edits so far so never had to restart client. After i restarted it worked.. (it took just a min for me to realize)
Great job! You had my thanks, even while it wasn't working
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