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

Ruins of Hell

Members
  • Posts

    6715
  • Joined

  • Last visited

    Never

Everything posted by Ruins of Hell

  1. @DarkBeast: > I know i read it but I still dont understand anyone got teamviewer I got webs I think that might help. I'll (try to) teamviewer you. PM me with your info.
  2. _Make sure you read the comments in the code! Also do NOT skip any paragraphs, you might miss some vital information or an instruction!_ (Comments in VB6 are detonated by an apostrophe (') and last until the end of the line.) Well, you can clean up your code a little, especially the injury function: ``` Sub Injury(ByVal index As Long) If GetPlayerVital(index, Vitals.HP) * 100 / GetPlayerMaxVital(index, Vitals.HP)
  3. @Kaejer: > Thanks so much for your time and effort in your descriptive posts :). > > Hopefully this will better acquaint me with the basics of Visual Basic (ha) so I can just do everything myself from now on. No problem. Feel free to post if you need more help.
  4. The module doesn't matter, the key part is server-side vs. client-side. No matter what module you put it in, it will still work (as long as you declare it as public). modPlayer is a good idea. If you want, you could even make modKaejer for all the new functions you add. I would put it in the server, if you want all the other players to see it. If you put it in the client, the client has no way of telling the server to broadcast the change in the player sprite to other clients. The server is a better choice. How can we find out when the vitals are sent to the client? Well… Send, Vital. SendVital. Eclipse functions are generally well named, so let's see if we can find Sub SendVital server-side: ``` Sub SendVital(ByVal index As Long, ByVal Vital As Vitals) Dim packet As String Dim Buffer As clsBuffer Set Buffer = New clsBuffer Select Case Vital Case HP Buffer.WriteLong SPlayerHp Buffer.WriteLong GetPlayerMaxVital(index, Vitals.HP) Buffer.WriteLong GetPlayerVital(index, Vitals.HP) Case MP Buffer.WriteLong SPlayerMp Buffer.WriteLong GetPlayerMaxVital(index, Vitals.MP) Buffer.WriteLong GetPlayerVital(index, Vitals.MP) End Select SendDataTo index, Buffer.ToArray() Set Buffer = Nothing End Sub ``` Wonderful! The part that sends HP is here: ``` Case HP Buffer.WriteLong SPlayerHp Buffer.WriteLong GetPlayerMaxVital(index, Vitals.HP) Buffer.WriteLong GetPlayerVital(index, Vitals.HP) ``` We can add our code for the percentage after that. However, there are no updates. We need to send the player's sprite to the clients for them to change it. There is a blanket function for this: SendPlayerData. This sends **the entire player** to everyone on the player's map. As such, it is very slow, but it will work if used sparingly. You might want to create a new function, SendPlayerSprite which only sends the player's sprite. Look at how SendPlayerData does it. This will be a wonderful exercise to acquaint you with Eclipse's networking system.
  5. Welcome to Eclipse! Here's some hints for you on how you can implant this: * * * **Part 1: Getting the Health Percentage** >! Percentage = Part / Whole >! The part would be the HP the player currently has. The whole is the HP the player has at full health. >! The functions for the current health is GetPlayerVital(Index as Long, Vital As Vitals). The functions for the max health is GetPlayerMaxVital(Index as Long, Vital As Vitals) >! GetPlayerVital(Index, Vitals.HP) / GetPlayerMaxVital(Index, Vitals.HP) is the percent. **Part 2: Showing the Sprite** >! Syntax: ``` If Then ElseIf Then Else End If ``` >! You could do something like this: ``` >! 1.bmp (no harm) 2.bmp (a little harmed) 3.bmp (very harmed) 4.bmp (no harm) 5.bmp (a little harmed) 6.bmp (very harmed) . . . (and so on for all characters the player can play as) >! ``` _If_ the player's percent health is less than 25 _then_ set the player's sprite to the original sprite + 1, _else if_ the player's percent health is less than 75 _then_ set the player's sprite to the original sprite + 2, _else_ set the player's sprite to the original sprite. >! Use SetPlayerSprite(Index, Number) to set the player's sprite and GetPlayerSprite(Index) to get the player's sprite. **Part 3: Tying it all up** >! Use this when the player's HP changes. * * * Post if you need more help.
  6. @DarkBeast: > @ likestodraw the video got removed from youtube!! There's a text version if you scroll down.
  7. @abhi2011: > 9141 people already posted!! hoping to c this site 10 yrs from now so that we can reach 1mil Actually, at this rate it will take 588 years, 3 months, 19 days, 6 hours, 19 minutes, and 0.992054971011380717199914107794717629375134 seconds to count to a million. 9143.
  8. @DarkBeast: > Is there a tutorial on that. No.
  9. What have you tried so far that didn't work? What part of it are you stuck on?
  10. @Ryoku: > P.S. this is a question, it goes on the Question board, not the tutorial board. > > http://www.touchofdeathforums.com/smf2/index.php/board,2.0.html Can you use the report button instead of posting? Thank you.
  11. This topic has been moved to [Questions & Answers](http://www.touchofdeathforums.com/smf2/index.php?board=2.0). http://www.touchofdeathforums.com/smf2/index.php?topic=81095.0
  12. [Download msinet.ocx](http://www.ocxdump.com/download-ocx-files_new.php/ocxfiles/M/MSINET.OCX/6.01.9782/download.html). Then, register it (google "manually register ocx "). @ZeroX8: > It is in the downloads section. Runtime Installer doesn't install msinet.ocx because it is not needed in the main Eclipse engine.
  13. @or3o: > also check out winmerge and compare the edited source to a blank version of eo and it will literally highlight all the differences. Eclipse Dawn has a HUGE amount of edits, so it would be hard to pick out the exact edits that make the character system work. @Likestodraw: > You MAY be able to get the author of Eclipse Dawn to give you the code, though I'm not sure. The source code is already provided, and I doubt he would be willing to redo it in tutorial form.
  14. @Lollicat: > "Compile error: sub or function not defined" > highlights "LoopMp3" in modGameLogic Did you download both of the files that are attachments and add them to your project? @abhi2011: > I forgot about this topic. It never runs the MP3. Does it not run in the Map Editor, while playing, or both?
  15. @gooby: > Well then what is the purpose of the autoupdater? Only to update the your game .exe? If you THINK it wont delete them. The problem is, if we ship out this update and it did delete all the files, the players would be pissed because the game has around 50 on at the peak of the day. It does not delete the data files folder.
  16. @gooby: > Well what, do I make a folder called data files, inside that graphics, inside that characters, and put the files in that, then zip it up. Will it not delete the rest of the graphics? I don't think it will. To be safe, you could just make a backup of your graphics in another folder before doing it.
  17. @Lenn: > …what the hell are you on about? > Did you even bother reading this thread? I believe he mentioned, in another thread, that the purpose of this modification was so he could drop an animated item without letting players pick it up.
  18. You only have to .rar up the graphics you want to update.
  19. I doubt the guild system has anything to do with that line. It's more likely another edit you made that messed it up.
  20. @Mortal: > But how know i whats needed ? Basically, you start with something that has to do with the system. Then, you find out what you need to make that part of the system work (e.g., adding new subs, creating new variables, and so on). Afterwards, you find out what you need to make the new subs, variables, and so on work. You keep doing this until you have the complete system. It does require some programming knowledge, but if you make a backup of your source you should be able to do it eventually.
  21. @Mr.Sean: > The US has an official copyright thing registration thing? Yes.
×
×
  • Create New...