abhi2011 Posted April 29, 2013 Author Share Posted April 29, 2013 > If the client wants to hack client values then they can go ahead it won't do anything…> > The vitals come directly from the server and you can display the information through targeting or combat system... i don't see how that is delayed..The data can get corrupted while writing it. The packet can get lost. Link to comment Share on other sites More sharing options...
zomb88 Posted April 29, 2013 Share Posted April 29, 2013 > The data can get corrupted while writing it. The packet can get lost.If that is happening then combat fails, so if you have combat failing why add more stress on the server asking for target details which could be "corrupted while writing it" Link to comment Share on other sites More sharing options...
WK67 Posted April 29, 2013 Share Posted April 29, 2013 I can't figure this out. I guess I'll just wait for the fix. *sigh* Link to comment Share on other sites More sharing options...
abhi2011 Posted April 29, 2013 Author Share Posted April 29, 2013 Fixed the problem you guys were having.Replace SendTargetDetails (Server side modServerTCP) with```Public Sub SendtargetDetails(ByVal index As Long)Dim Buffer As clsBufferDim target As Long, targetType As LongDim i As Longtarget = TempPlayer(index).targettargetType = TempPlayer(index).targetTypeSet Buffer = New clsBufferBuffer.WriteLong stargetdetailsSelect Case targetTypeCase TARGET_TYPE_PLAYERBuffer.WriteString GetPlayerName(target)Buffer.WriteByte GetPlayerLevel(target)Buffer.WriteLong GetPlayerMaxVital(target, HP)Buffer.WriteLong GetPlayerVital(target, HP)For i = 1 To Stats.Stat_Count - 1Buffer.WriteByte Player(target).stat(i)Next iCase TARGET_TYPE_NPCWith Npc(MapNpc(GetPlayerMap(index)).Npc(target).Num)Buffer.WriteString Trim$(.Name)Buffer.WriteByte .LevelBuffer.WriteLong .HPBuffer.WriteLong MapNpc(GetPlayerMap(index)).Npc(target).Vital(HP)For i = 1 To Stats.Stat_Count - 1Buffer.WriteByte .stat(i)Debug.Print .stat(i)Next iEnd WithCase TARGET_TYPE_NONEBuffer.WriteString vbNullStringBuffer.WriteByte 1Buffer.WriteLong 0Buffer.WriteLong 0For i = 1 To Stats.Stat_Count - 1Buffer.WriteByte 0Next iEnd SelectSendDataTo index, Buffer.ToArraySet Buffer = NothingEnd Sub```Rather than referencing the NPC Num for mapNpc I used the Target num. (Target variable is for MapNpcValue) Link to comment Share on other sites More sharing options...
WK67 Posted April 29, 2013 Share Posted April 29, 2013 Jolly good! This works now! Fantastic. Expect to see this in UMWO once I release it. Link to comment Share on other sites More sharing options...
DarkDino Posted May 2, 2013 Share Posted May 2, 2013 > Fixed the problem you guys were having.> > Replace SendTargetDetails (Server side modServerTCP) with> > ```> > Public Sub SendtargetDetails(ByVal index As Long)> > Dim Buffer As clsBuffer> > Dim target As Long, targetType As Long> > Dim i As Long> > target = TempPlayer(index).target> > targetType = TempPlayer(index).targetType> > Set Buffer = New clsBuffer> > Buffer.WriteLong stargetdetails> > Select Case targetType> > Case TARGET_TYPE_PLAYER> > Buffer.WriteString GetPlayerName(target)> > Buffer.WriteByte GetPlayerLevel(target)> > Buffer.WriteLong GetPlayerMaxVital(target, HP)> > Buffer.WriteLong GetPlayerVital(target, HP)> > For i = 1 To Stats.Stat_Count - 1> > Buffer.WriteByte Player(target).stat(i)> > Next i> > Case TARGET_TYPE_NPC> > With Npc(MapNpc(GetPlayerMap(index)).Npc(target).Num)> > Buffer.WriteString Trim$(.Name)> > Buffer.WriteByte .Level> > Buffer.WriteLong .HP> > Buffer.WriteLong MapNpc(GetPlayerMap(index)).Npc(target).Vital(HP)> > For i = 1 To Stats.Stat_Count - 1> > Buffer.WriteByte .stat(i)> > Debug.Print .stat(i)> > Next i> > End With> > Case TARGET_TYPE_NONE> > Buffer.WriteString vbNullString> > Buffer.WriteByte 1> > Buffer.WriteLong 0> > Buffer.WriteLong 0> > For i = 1 To Stats.Stat_Count - 1> > Buffer.WriteByte 0> > Next i> > End Select> > SendDataTo index, Buffer.ToArray> > Set Buffer = Nothing> > End Sub> > ```> Rather than referencing the NPC Num for mapNpc I used the Target num. (Target variable is for MapNpcValue)This work now :3!!! Nicee! thanks!. Link to comment Share on other sites More sharing options...
Golf Posted May 3, 2013 Share Posted May 3, 2013 Thank you! The best tutorial ever ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png) Link to comment Share on other sites More sharing options...
ShadowMaster Posted May 13, 2013 Share Posted May 13, 2013 Um… There one problem is when you have 3,0\. How do we make this thing render with DirectX 8 instead of 2.0 way. Link to comment Share on other sites More sharing options...
abhi2011 Posted May 14, 2013 Author Share Posted May 14, 2013 This will work flawlessly with 3.0 because 3.0 doesn't use DX8 for the GUI but rather pictureboxes. If you are using engines like CS:DE EA or ER then you will have to render it.Check out how the other GUI's are being rendered and do it the same way. Link to comment Share on other sites More sharing options...
ShadowMaster Posted May 14, 2013 Share Posted May 14, 2013 How do you go with turning the form into the gui graphics needed to render it? Plus I am not good at graphic editing stuff. And yes, I am using the EA version. Link to comment Share on other sites More sharing options...
abhi2011 Posted May 14, 2013 Author Share Posted May 14, 2013 It is pretty simple to do. You declare a texture. Then you load the texture on to memory, then on a loop render the need stuff like pictures and stuff. Make sure this is done only if the tab for the Target Details is visible. Link to comment Share on other sites More sharing options...
Growlith1223 Posted May 16, 2013 Share Posted May 16, 2013 nice job on this, keep on contributing to the community ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png) Link to comment Share on other sites More sharing options...
abhi2011 Posted May 17, 2013 Author Share Posted May 17, 2013 I have something to, then sure. Link to comment Share on other sites More sharing options...
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