Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Zamin

Members
  • Posts

    229
  • Joined

  • Last visited

    Never

Zamin's Achievements

Newbie

Newbie (1/14)

0

Reputation

  1. ~~Thanks for the reply Matt.~~ ~~There is something missing here…~~ ~~As soon as i put 'LastKnownIp As String' in playerRec….the client just loads and loads, it doesn't open. I think we're missing a step~~ EDIT: OK, I left the above text just for reference, i got it working though. This is how… Defined a new variable in PlayerRec as you said. But by updating the LastKnownIP at LeftGame() (only runs when player is leavingthe game) causes issues. When player is first coming into the game and does not have the LastKnownIP value in the account.bin file, it crashes. So I am getting the players LastKnownIP in method JoinGame() instead. :) I have more questions though. What do I need to do to make sure that at client side, when I do **Player(index).Login** that it gives me the players login (not the char name). Similar to what we do in client side when we need to get the players name and password, and IP.
  2. Thanks guys, That's a great tutorial Matt, this is a great learning experience for me. I can definitely take what you have above, and maybe create a file or Usernames with last-known-IPs. I was thinking of taking this to the next level. in the server/data/accounts folder, all account files are saved. Correct me if I'm wrong, the username and password are both saved in the .bin files for each user. I haven't look at it myself yet to be honest, but I would like to end up at a place where I also store the last-known-ip of the account in this .bin file. I am sure this is possible as we already save the username and password. What are your thoughts? Edit: I apologize for the late reply, I got sidetracked
  3. Hello, I am trying to get a players IP address of all players, whether they are online or offline. I am hoping that somewhere it saves the IP of the player, the same way it saves the password? Thanks,
  4. OK. I was getting into issues where I needed 2 usernames of 2 different accounts. My plan was to make the request twice and on both responses update the same global variable with the username. I would do something like: ``` SendRequestUsername(1) Print Username_GlobalVariable SendRequestUsername(2) Print Username_GlobalVariable HandleRequestUsername() { Username_GlobalVariable = buffer.readString } ``` Anyways, I was basically making the request, and then using the variable before the client could receive the response So what I am doing now is that I pass a range of indexes to the server, and the server gives me a list of usernames. I did what you suggested above and it did the trick. I receive the list of usernames, put it in a global array. And when i'm outputting the usernames, I check for whether the global array is empty or not. If not then it loops until the array is filled.
  5. Hm…OK. I am having a weird issue that I am trying to solve. Here is my problem: I have a look which goes over a bunch of player Indexes. Within I ask for a Username from server, I receive it, save it in global variable in modHandle in client. I then use that global variable to display my Username. If I have more than 1 users whose Username I request, the global variable will always have the last one I asked for. Mainly because the call is made to the server, and the global variable is referred to BEFORE the server has the chance to send the response and update the global variable.....sorry if this is confusing. I've sort of figured out what I need to do. I want to pass an array of Indexes to the server, and the server will send an array of Usernames (in the same order) back to the client. How do I send an array? In the above example you did: Buffer.WriteLong playerIndex I tried searching for something like Buffer.WriteArray playerIndexArray but 'WriteArray' doesn't exist
  6. This is excellent. I've implemented this and its all working as expected. You should put this in the tutorial section where it will get more visibility, people can really learn from this. I did, now I know how client-server data flows. Instead of getting the IP and pass in the same packet. I made one just for IP for now. I was thinking of adding 2 more for Username and Password. Do you think adding more packets would affect the server much? I can see in the Enum modules of both client and server, there are already more than enough. Adding more than 2 won't make much of a difference, but I'm assuming I shouldn't get into a habit of this. Right? EDIT: Also, is there any way I can say….wait until you get the response back from the server? Or are all these calls completely async?
  7. Yes. I am currently using EO 3.0. I would like to peruse the first options. Having 2 separate packets for both IP, username, and password seem more cleaner. I was hoping maybe this can be a good learning experience for me. I would greatly appreciate it if you can give me a high-level view of how the server creates the packet, send the packet to the client, client receive the packet, and store the data for later use. Maybe also have me look at an example in the code where this is already implemented. A flow-of-events… If I learn this, then I never have to come to the forums asking for help regarding this issue :) Thanks in advance,
  8. Hello again folks, Is there any way to get a client's IP, Username, Password by passing in the index, on the **client's side**? I looked at the methods in modDatabase(), couldn't find these there. These has to exist somewhere in the client side in some form….right? Any help?
  9. Hi Guys, I need to create a way to change the class of a character in the middle of the game. The scenario is that when you reach…level 10\. You talk to a NPC and it lets you change your class. Only once. Can someone point me to the correct direction? Hints? Any help is much appreciated. Thanks
  10. Zamin

    Hotbar Text

    Thank you sir…....dunno how I missed that. Appreciated :)
  11. Zamin

    Hotbar Text

    Yes I understand, I've changed the hot keys to the ones I wanted to here. Maybe I was unclear. The hot keys have been modified. What I need to do: Change the text F1-F12 to whatever I want. I included a pic, please take a look
  12. Has anyone tried this? Can we see some screenshots?
  13. Zamin

    Hotbar Text

    Hello, I have successfully modified the hot keys for spells from F1-F12 to numbers. I need modify or add text for the hot keys. In each box for each hot key, I want to change the text from F1…to a different text. I can't seem to find where in the source Any help would be greatly appreciated Thanks
  14. I currently have a HP Server at home that isn't in use. I am willing to host **ONE** Eclipse game free of cost on the server. Server Specs: 3.2 GHz Intel Xeon Processor 1 GB Ram Up to 10GB of space provided for the game Unlimited bandwidth Eclipse runtimes are already installed on it OS: Windows XP (SP3) The server will be running 24/7/365 unless there are any updates that I will be doing to it (you will be notified in advance about this). Furthermore, weekly backups will also be provided free of cost. Please post below or PM me with game information and I will let you know if I am willing to host it or not.
×
×
  • Create New...