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zidsal

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Everything posted by zidsal

  1. @Munro: > Read the update in the main post. I'd already pressed post before update and switched on news after that. but ya feel sorry for jacko.
  2. just checked the news 501 (sky t.v england) he isn't dead hes in a coma.
  3. can you debug it and tell me what line it errors on then can help.
  4. I'm trying to make it so in my game it will blt the screen black for a second or 2 in game. Currently however the blting last what is a like a mili second. I've tried to just get the game to keep blting to the screen until the loops broken by gettickcount but with no such luck. ``` Do Until x = True 'infinite loop DD_BackBuffer.SetFillColor RGB(0, 0, 0) Call DD_BackBuffer.DrawBox(0, 0, (MAX_MAPX + 1) * PIC_X, (MAX_MAPY + 1) * PIC_Y) If GetTickCount > tint + 2000 Then ' breaks the loop after 2 seconds tint = GetTickCount Exit Do End If Loop ``` any help on the matter would be great thanks zidsal
  5. @Bob: > Can you make it semi-transparent? no for that you would need alpha blending
  6. zidsal

    More then 1 sound

    in eclipse is it possible to have more then 1 sound playing at a time e.g background music + a .wav sound e.g. sword being swong. thanks zidsal
  7. @Rogue: > the second Expansion Wrath of the Lich King > > http://www.youtube.com/watch?v=eMRhnC4-QGQ patch 3.1 with ulduar saved woltk big time. Ulduar rocks
  8. here are the facts: 1.MrMiguu SS was created way before this. This is just the simple basics all you would need is some form of jumping to finish the basics. 2\. I did test this currently: it is possible to jump over 1 square and if running 2 squares but thats only if you put it in a sub like GameAi because vb6 timers are shit. I would suggest putting this in a function that activates when gravity needs to happen e.g playermove sub or another sub that is constanly running. If your going to go about this using playermove sub and you are NOT going to use a jump button you will need to extend gettickcount (currently set to 150ms I thing). Otherwise it will be impossible to move up :D. 3\. There is currently 1 error that can crash the server. If a player is below block tiles he will fall. If there are no bock tiles to fall onto he will fall off the map and crash the server. Should not be too hard to fix just add a check on the x axis to see if going to fall off the map aka. ``` if player(i)
  9. @MrMiguuâ„¢: > When did I say I had perfect coding skills? http://www.thefreedictionary.com/patronizing Now unless you have anything to add to the conversation I would appreciate it you left as this is only going to end in flaming.
  10. it does everything I said in the title and did I ever say credit me in the post no?. There's nothing wrong with realising it. I will put a declaimers in first post after thinking about it about how its not up to your perfect coding skills. all you would need to do is add jumping which would be adding to player rec and then when he jumps set the players jumping value to 1 and in the falling code check to see if the the jumping value is 0 and if it is 0 carry on the code else the player must be jumping so leave him to it.
  11. @DDuÐ˜à ¼t: > Is this laggy? depends how you use it. it will be laggy if you put the check in a vb6 timer as the timers are off by a bit *cought* use gettickcount *cought*. The code its self is not laggy.
  12. The code will only check to see if your not on a ground area and then warp you. + hurt the player if he falls for more then 1 tile. ( just in case the title is not a clear enough hint for you.) I would like to thank V rage who helped me make the function on checking how close someone is to a blocked tile (what I used as ground). I'm no longer going to use this so here yo guys go ALL SERVER SIDE: I will not spoon feed you here only supply the code up to you to choose where to place it. make PULLINGDELAY a global variable ``` 'gravity for npcs If MapNPC(MapNum, MapNpcNum).num > 0 Then If CheckNpcGroundDistance(MapNum, MapNpcNum) 0 Then Do While CheckNpcGroundDistance(MapNum, MapNpcNum) 0 Call SetMapNpcY(MapNum, MapNpcNum, GetNpcY(MapNum, MapNpcNum) + 1) If CheckNpcGroundDistance(MapNum, MapNpcNum) = 0 Then Exit Do End If Loop End If End If ``` that will make it so if a npc is not on a block tile (what I use for ground) or he fall until he hits a ground tile. ``` 'gravity players For I = 1 To MAX_PLAYERS If IsPlaying(I) Then If CheckGroundDistance(I) 0 Then 'calculate fall damage Call SetPlayerHP(I, ((GetPlayerHP(I) - CheckGroundDistance(I)) + 1)) Call SendHP(I) If GetPlayerHP(I) = 0 Then Call KillPlayer(I) End If 'drop the player (and sometimes to his doom :D) Do While CheckGroundDistance(I) 0 If GetTickCount > PULLINGDELAY + 150 Then 'delay for jumping This will build up per tile makes it alot easier to double jump Call PlayerWarp(I, GetPlayerMap(I), GetPlayerX(I), GetPlayerY(I) + 1) PULLINGDELAY = GetTickCount End If Loop End If End If Next I ``` will do the same thing for players add this functions ``` Function CheckGroundDistance(ByVal index As Long) Dim GroundDistance As Integer Dim Y As Integer For Y = 0 To 20 Dim var3 As Integer Dim distancey As Integer var3 = Map(GetPlayerMap(index)).Tile(GetPlayerX(index), Y).Type If var3 = TILE_TYPE_BLOCKED Then GroundDistance = ((Y - GetPlayerY(index)) - 1) If GroundDistance >= 0 Then CheckGroundDistance = GroundDistance Exit For End If End If Next Y End Function `````` Function CheckNpcGroundDistance(ByVal MapNum As Long, ByVal MapNpcNum As Long) Dim GroundDistance As Integer Dim Y As Integer For Y = 0 To 20 Dim var3 As Integer Dim distancey As Integer var3 = Map(MapNum).Tile(GetNpcX(MapNum, MapNpcNum), Y).Type If var3 = TILE_TYPE_BLOCKED Then GroundDistance = ((Y - GetNpcY(MapNum, MapNpcNum) - 1)) If GroundDistance >= 0 Then CheckNpcGroundDistance = GroundDistance Exit For End If End If Next Y End Function ``` ``` Public Function KillPlayer(index) If IsPlaying(index) Then Call SetPlayerHP(index, 0) If SCRIPTING = 1 Then MyScript.ExecuteStatement "Scripts\Main.txt", "OnDeath " & index Else If Map(GetPlayerMap(index)).BootMap > 0 Then Call PlayerWarp(index, Map(GetPlayerMap(index)).BootMap, Map(GetPlayerMap(index)).BootX, Map(GetPlayerMap(index)).BootY) Else Call PlayerWarp(index, START_MAP, START_X, START_Y) End If End If Call SetPlayerHP(index, GetPlayerMaxHP(index)) Call SetPlayerMP(index, GetPlayerMaxMP(index)) Call SetPlayerSP(index, GetPlayerMaxSP(index)) Call SendHP(index) Call SendMP(index) Call SendSP(index) End If End Function ```
  13. sounds like explorer.exe is bugged :huh: at this stage I would proberly back everything up and reinstall windows p.s downloading porn is bad
  14. thank you thats what I needed. EDIT for anyone else who wants the code I fixed it up for what I need ``` Function CheckTiles(ByVal Index As Long) Dim var1 As Integer var1 = GetPlayerY(Index) Dim Y As Integer For Y = 1 To 30 Dim var3 As Integer Dim distancey As Integer var3 = Map(GetPlayerMap(Index)).Tile(GetPlayerX(Index), Y).Type If var3 = TILE_TYPE_ Then CheckTiles = Y - GetPlayerY(Index) Exit For End If Next Y End Function ``` what this will do is calculate how close/far a player is to a certain attibute IN THE SAME X AXIS. E.g if I was 2 spaces away from the block attribute it would return the value 2 (perfect for calculating fall damage e.t.c :D).
  15. read my post please its half pseudo half vb6 :azn:. I am trying to make a function that calculates how many squares in the y axis you are from a tile with a certain attribute. e.g o - - x 0 = player, x = attribute the function would work out is 2 squares difference. ``` im just telling you that this is of no use ```this is of some use stop acting like an elitist because you are not an elitist
  16. slightly off topic vrage I didn't ask how to work out gravity just simply how to calculate how far you are from a tile type in you x axis.
  17. well I'm been stumped on this for a while the half code/pseudo of this would be ``` function tiledistance do while ..... If GetTiley(mapnum,getplayerx(index)) = getplayery(index) then If Tile.Type = TILE_TYPE_GRAVITY Then y = getTiley(mapnum,getplayerx(index)) y2 = getplayery(index) tiledistance = y - y2 End If End if loop end function ``` this is for gravity so I can work out how quickly a player should fall if he is not on a object. any ideas?
  18. I'm locking this as I am now helping out a game
  19. Well currently I am looking for a unique and interesting project that shows some signs of work. I am going to keep this short and brief: Mapping proof [![](http://img25.imageshack.us/img25/5575/nwo1t.png)](http://img25.imageshack.us/my.php?image=nwo1t.png) [![](http://img25.imageshack.us/img25/1002/nwo2.png)](http://img25.imageshack.us/my.php?image=nwo2.png) [![](http://img25.imageshack.us/img25/8320/nwo7.png)](http://img25.imageshack.us/my.php?image=nwo7.png) I cant really show you much scripting or sorucework as soruce work is mostly privete and most of scripting has new functions I made my self. I can do most things and use packets however I am not very good client side. thanks Zidsal
  20. there are already build in functions ``` getnpcx(MapNum,MapNpcNum) getnpcy(MapNum, MapNpcNum) ``` which works like this if getnpcx(8,5) = 3 then ….. end if 8 = the map the npc is on while 5 = the slot the npc is taken up on the map you worded your request abit badly so I will go into a bit more depth if you dont know what map or slot npc is taken you will need a loop ``` dim x dim y do while x < MAX_MAPS do while y < 15 if getnpcx(x,y) = 3 then ..... End If y = y + 1 x = x + 1 Loop Loop ```
  21. change Call CustomMenuShow(index, "Miller", "\GUI\CUSTOM\Skull.jpg Call CustomMenuLabel(index, 1, "Hi, what can I do for you?", 20, 50, 10, 2, 2, 400, 20) to Call CustomMenuShow(index, "Miller", "\GUI\CUSTOM\Skull.jpg**") ** Call CustomMenuLabel(index, 1, "Hi, what can I do for you?", 20, 50, 10, 2, 2, 400, 20) red is what you where missing
  22. would index really work? as index is to do with the person DOING the action. aka if I activated an event I could use index. If I used that snippet of code it would return my name not the other persons name. :rolleyes: EDIT I just looked it up in the source and it looks like I was right. Ths server uses the index system of finding the players number. so it would be getplayername(1) if the player was in index slot 1\. To find there index slot you would need to use a loop. Do While(x > MAX_PLAYERS) getplayerindex(x) Loop
  23. @Necromancer: > From vb6? > Ok, running from vb6… > And it never stopped on any line. then there must be no run time error -_-'
  24. run server on debugger and tell us what line it stops at. Other wise we can't help you.
  25. zidsal

    Shops…

    @kakusas: > oh my gosh…. > Are you guys are really so stupid , or what? > > I said that i can't create a shop the eclipse just turning off.... How many times i need to say that? When i pressing ok to create a first shop in Shop editor the message pop-up and eclipse is turning off!! You guys are writing the same thing that i need to add items , but i can't! Just can't.... even though your too argonet to see that everyone else is right run the client in vb6 and tell us the line of code it stops at when the game closes.
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