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Mount System

Discussion on Mount System within the Flyff PServer Guides & Releases forum part of the Flyff Private Server category.

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Old 12/27/2017, 01:50   #61
 
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to make it simple, each server that has its mounts can be crah very easily (world) and for the camera it is in a source file (I would not tell you which)
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Old 12/27/2017, 18:49   #62
 
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Quote:
Originally Posted by yasukomoonflyff View Post
to make it simple, each server that has its mounts can be crah very easily (world) and for the camera it is in a source file (I would not tell you which)
Both of which are extremely easy to fix if you know how too.
However there are problems that aren't accounted for and you can fix easily by searching for normal flying code and duplicating for mounts (be it flying or ground). There is also a part of the released system that isn't needed, especially as when you go from mount to ground mode you should just fall to the ground which in its current state it doesn't.

But do you know what causes the de-spawn of monsters/npcs/players when you are in flight mode with this mount release?

You are correct, camera is source based and again you just need to look for normal flying code to be able to fix it

Update: Bug fixed, was a problem on PlayerMove (kept setting to random locations, causing the game to think the npcs didn't exist there)
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Old 01/20/2018, 12:12   #63
 
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Speed fix :
Code:
FLOAT CMover::GetSpeed( FLOAT fSrcSpeed )
{
	if( GetMountId() > 0 )
	{
		MOUNT_ANIMATION* pMountAnimation = prj.GetMountAnimation( GetMountId() );
		if( pMountAnimation )
			return IsFly()? pMountAnimation->fFlightSpeed : pMountAnimation->fGroundSpeed;
	}
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Old 02/05/2018, 23:19   #64
 
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i need Spect_item end mount.inc correct PLS
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Old 02/06/2018, 11:31   #65
 
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Have anyone fix about camera problem ?
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Old 02/06/2018, 21:43   #66
 
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i do not fix camera in my files !!!
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Old 02/09/2018, 23:42   #67
 
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Menu Fly / Walk

search void CWndInventory::OnInitialUpdate()
Code:
	m_wndMenu.CreateMenu( this );


search BOOL CWndInventory::OnCommand( UINT nID, DWORD dwMessage, CWndBase* pWndBase )
Code:
	if( pWndBase == &m_wndMenu )
	{
		switch( nID )
		{
			case MGI_APPELL_UP:

				/*if(g_pPlayer->IsFly())
				{
					//g_pPlayer->SendActMsg( OBJMSG_MODE_GROUND, 0, 0, 1 );
					g_pPlayer->SendActMsg( OBJMSG_MOUNT_GROUND_STAND, g_pPlayer->GetMountId(), 0, 1 );
				}
				else
					g_pPlayer->SendActMsg( OBJMSG_MODE_FLY, g_pPlayer->GetMountId(), 0, 1 );*/

				if(g_pPlayer->IsFly())
				{
					g_DPlay.SendUpdateMount( 1 );
				}
				else
					g_DPlay.SendUpdateMount( 0 );
					
				break;
		} 
		m_wndMenu.SetVisible(FALSE);
	}

after void CWndInventory::OnLButtonUp(UINT nFlags, CPoint point)
Code:
void CWndInventory::OnRButtonUp(UINT nFlags, CPoint point)
{
	CRect DrawRect = m_InvenRect[PARTS_RIDE];

	if( DrawRect.PtInRect( point ) )
	{
		if( g_pPlayer && g_pPlayer->GetMountId() > 0 )
		{
			MOUNT_ANIMATION* pMountAnimation = prj.GetMountAnimation(g_pPlayer->GetMountId());
			if(pMountAnimation && pMountAnimation->mType == MOUNT_WALK_FLY)
			{
				m_wndMenu.DeleteAllMenu();
				CString str;

				if(g_pPlayer->IsFly())
					str.Format("Walk");
				else
					str.Format("Fly");

				m_wndMenu.AppendMenu( 0, MGI_APPELL_UP,	str );
				m_wndMenu.Move( CPoint( GetWndRect().left + DrawRect.left, GetWndRect().top + DrawRect.bottom ) );
				m_wndMenu.SetVisible( TRUE );
				m_wndMenu.SetFocus();
			}
		}
	}
}

and put this in class CWndInventory : public CWndNeuz
Code:
CWndMenu m_wndMenu;



Fix rotate camera


change
g_Neuz.m_camera.UnLock();

to
g_Neuz.m_camera.Lock();

done.
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Old 02/14/2018, 04:25   #68
 
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fix
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Old 02/19/2018, 00:08   #69
 
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Quote:
Originally Posted by cholai2210 View Post
If you guys having a problem , when unequip the mount item. search this -->

void CMover::UnequipRide()

change this


to this.,

the code says , its already -1 when you do unequipting the item. and SetRide(NULL); should not be in that place, cause it already functioning -1 item in user.

hope this help.
Dosent work =/
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Old 03/03/2018, 12:52   #70
 
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can any1 explain the rsc work?

spec item
prop item
mount
mdldyna
defineitem h


all i need to do?
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Old 07/27/2021, 03:09   #71
 
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hab ich es überlesen ? oder wie is das passwort zum entpacken ?
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Old 07/27/2021, 23:16   #72


 
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Quote:
Originally Posted by DarkeSnake View Post
hab ich es überlesen ? oder wie is das passwort zum entpacken ?
Hier

Quote:
Originally Posted by Mike Oxmaul View Post
Passwort deleted
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Old 07/28/2021, 22:31   #73
 
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Quote:
Originally Posted by Professor Linebeck View Post
Hier
ja genau das geht ja net ^^
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Old 07/07/2024, 14:58   #74
 
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Reupload pls
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