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Mount System
Discussion on Mount System within the Flyff PServer Guides & Releases forum part of the Flyff Private Server category.
12/27/2017, 01:50
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#61
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Join Date: Nov 2016
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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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12/27/2017, 18:49
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#62
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Join Date: Jul 2017
Posts: 58
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Quote:
Originally Posted by yasukomoonflyff
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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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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01/20/2018, 12:12
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#63
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Join Date: Feb 2017
Posts: 49
Received Thanks: 33
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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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02/05/2018, 23:19
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#64
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elite*gold: 0
Join Date: Jul 2012
Posts: 24
Received Thanks: 0
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i need Spect_item end mount.inc correct PLS
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02/06/2018, 11:31
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#65
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elite*gold: 0
Join Date: Feb 2018
Posts: 1
Received Thanks: 1
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Have anyone fix about camera problem ?
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02/06/2018, 21:43
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#66
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elite*gold: 0
Join Date: Jul 2012
Posts: 24
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i do not fix camera in my files !!!
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02/09/2018, 23:42
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#67
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elite*gold: 0
Join Date: Dec 2008
Posts: 306
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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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02/14/2018, 04:25
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#68
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elite*gold: 0
Join Date: Dec 2014
Posts: 98
Received Thanks: 6
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fix
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02/19/2018, 00:08
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#69
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elite*gold: 0
Join Date: Dec 2014
Posts: 98
Received Thanks: 6
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Quote:
Originally Posted by cholai2210
If you guys having a problem , when unequip the mount item. search this -->
void CMover::UnequipRide()
change this
void CMover::UnequipRide()
{
if( IsPlayer() )
{
CItemElem* pItemElem = GetEquipItem( PARTS_RIDE );
if( pItemElem )
EquipItem( pItemElem, FALSE, -1 ); // -1 파츠번호
SetRide(NULL);
#ifdef __SYS_MOUNT
SetMount(NULL);
#endif
}
}
to this.,
void CMover::UnequipRide()
{
if( IsPlayer() )
{
CItemElem* pItemElem = GetEquipItem( PARTS_RIDE );
if( pItemElem )
EquipItem( pItemElem, FALSE, -1 ); // -1 파츠번호
}
}
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.
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Dosent work =/
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03/03/2018, 12:52
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#70
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elite*gold: 0
Join Date: Mar 2017
Posts: 22
Received Thanks: 3
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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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07/27/2021, 03:09
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#71
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elite*gold: 0
Join Date: Jul 2009
Posts: 39
Received Thanks: 1
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hab ich es überlesen ? oder wie is das passwort zum entpacken ?
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07/27/2021, 23:16
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#72
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Join Date: Jul 2010
Posts: 1,345
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Quote:
Originally Posted by DarkeSnake
hab ich es überlesen ? oder wie is das passwort zum entpacken ?
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Hier
Quote:
Originally Posted by Mike Oxmaul
Passwort deleted
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07/28/2021, 22:31
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#73
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elite*gold: 0
Join Date: Jul 2009
Posts: 39
Received Thanks: 1
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Quote:
Originally Posted by Professor Linebeck
Hier
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ja genau das geht ja net ^^
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07/07/2024, 14:58
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#74
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elite*gold: 0
Join Date: May 2017
Posts: 1
Received Thanks: 0
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Reupload pls
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http://www.elitepvpers.com/forum/index.php?...f=57& amp;t=17183&s=
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