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Gunz 1.5 Repack By jur13n #1 & #2

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For the damage counter, look at the nDamage and nTaken you gotta set that to the one that your antilead uses, for some reason my still bugs sometimes please let me know if you fixed the damage counter I would really apreciate it I looked into it, and it has something to do with the nTaken and ndamage idk what exactly.
 
Experienced Elementalist
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Im trying to add NINJA JUMP ROOM TAG but it won't work..
did you disable something? O:
i did all the steps.
 
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For the damage counter, look at the nDamage and nTaken you gotta set that to the one that your antilead uses, for some reason my still bugs sometimes please let me know if you fixed the damage counter I would really apreciate it I looked into it, and it has something to do with the nTaken and ndamage idk what exactly.

fixed it already, the nolead were nDamageTaken and nDamageCaused, fixed them in the math thingy.
reuploading now..

Im trying to add NINJA JUMP ROOM TAG but it won't work..
did you disable something? O:
i did all the steps.

Yes, you need to read it from strstr to strlwr

example:
if(strstr(strlwr((char*)ZGetGameClient()->GetStageName()), "[v]"))
 
Skilled Illusionist
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ppl, dont cry for some bugs or mistakes in the source,
jurien did his best and make a good begin for most noobs here,
and he right the time that 07/08 was special, ppl used time in projects
now ppl think its done and release.
and dont blame jurien he did his best for actuality a PHP coder.

- SeaTroll
 
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Actually, he did a really good job for a first time in C++

He doesn't really have to fix it all for you, You guys do nothing but downloading a compiled files and run it then count yourself a so-called "Gunz owner"

Be thankful that you get it all ready and done for you in RaGEZONE, a compiled files with a few easy-to-fix Bugs in it is much better than Nothing at all.

in other forums you wouldn't Get anything ready that then you will have to do it all manually, by Yourself so you can understand what "Gunz owner" means.
 
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Actually, he did a really good job for a first time in C++

He doesn't really have to fix it all for you, You guys do nothing but downloading a compiled files and run it then count yourself a so-called "Gunz owner"

Be thankful that you get it all ready and done for you in RaGEZONE, a compiled files with a few easy-to-fix Bugs in it is much better than Nothing at all.

in other forums you wouldn't Get anything ready that then you will have to do it all manually, by Yourself so you can understand what "Gunz owner" means.

A actually was against this release cuz I think people need to start doing more their selfs, but I mean it's not up to me.
 
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I agree with you, they have to learn to do everything themselves. they can't keep waiting for other people's releases and use a pre-made files.

doesn't mean we can't help them a little bit, but it also doesn't mean that we have to help with literally Everything.
 
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Who cares about those people, most of them will have servers with 5 friends and nothing more,
after all most of them will be closed within a week or less.

just let them have their pride for a second.
 
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What kills me the most, is that peoples knows the "Gunz Tutorials" section exist and they never Check it.

if they ever did they would never cry for a bug or if something went incorrect in their files lol
 
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Where is the damage counter located? I have my own one in my source but it doesn't work correctly so I want to look at yours but I don't really know on what to search it, so what .cpp and what line is it?

Thanks ^^

case MC_GUNZ_DAMAGECOUNTER: but this doesn't really do anything
I'm searching for where the text output print is and found it:

if(ZGetGameClient()->GetMatchStageSetting()->GetGameType() != MMATCH_GAMETYPE_DUEL && ZGetGameClient()->GetMatchStageSetting()->GetGameType() != MMATCH_GAMETYPE_DUELTOURNAMENT && ZGetGameClient()->GetMatchStageSetting()->GetGameType() != MMATCH_GAMETYPE_QUEST && ZGetGameClient()->GetMatchStageSetting()->GetGameType() != MMATCH_GAMETYPE_SURVIVAL) {
for (ZCharacterManager::iterator itor = m_CharacterManager.begin(); itor != m_CharacterManager.end(); ++itor)
{
ZCharacter* pCharacter = (ZCharacter*)(*itor).second;

if(pCharacter->GetTeamID() == ZGetGame()->m_pMyCharacter->GetTeamID()) { //HERHEHRHERHEH
//// if(ZGetConfiguration()->GetExtra()->bDisplayDamage) {
char FinishStr[512];

sprintf(FinishStr, "%s has dealt %d damage.", pCharacter->GetCharInfo()->szName, pCharacter->GetStatus().Ref().nDamageCaused);
ZChatOutput(MCOLOR(ZCOLOR_CHAT_SYSTEM), FinishStr);
// }
}
}
}

Found that, but it doesn't look like you have it any different than mine, what did you do to fix it?

These are commented out why??? this might fix it?
m_pMyCharacter->GetStatus().CheckCrc();
m_pMyCharacter->GetStatus().Ref().nDamageCaused = 0;
m_pMyCharacter->GetStatus().MakeCrc();

ok removing this doesnt work....the damage round counter doesn't work for me :( It keeps saying <name> has dealt 0 damage

Any help?
 
Last edited:
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Where is the damage counter located? I have my own one in my source but it doesn't work correctly so I want to look at yours but I don't really know on what to search it, so what .cpp and what line is it?

Thanks ^^

case MC_GUNZ_DAMAGECOUNTER: but this doesn't really do anything
I'm searching for where the text output print is and found it:



Found that, but it doesn't look like you have it any different than mine, what did you do to fix it?

These are commented out why??? this might fix it?


ok removing this doesnt work....the damage round counter doesn't work for me :( It keeps saying <name> has dealt 0 damage

Any help?
I haven't re enabled damage counter I was having problems with it I'll look into it now that you reminded me lool
 
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I still have problems with adding other room tags,
http://forum.ragezone.com/f245/ninja-jump-roomtag-883243/
could you post here the edited codes with the if(strstr(strlwr((char*)ZGetGameClient()->GetStageName()), "[NJ]")) ?

Code:
if(strstr(strlwr((char*)ZGetGameClient()->GetStageName()), "[nj]"))
	{
		int i = rand() % 6 + 1; //6 Different numbers, start from 1, not from 0
		//For case 3 and 4
		float fSecondJumpSpeed = WALL_JUMP2_SIDE_VELOCITY;

		rvector right;
		CrossProduct(&right,m_Direction,rvector(0,0,1));
		//End for case 3 and 4
		AddVelocity(rvector(0,0,800));
		
		switch(i)
		{
		case 1:
		case 5:
			m_nWallJump2Dir=7;
			AddVelocity(rvector(0,0,1000));
			break;
		case 2:
		case 6:
			m_nWallJump2Dir=6;
			AddVelocity(rvector(0,0,1000));
			break;
		case 3:
			m_nWallJump2Dir=4;
			AddVelocity(fSecondJumpSpeed*-right);
			AddVelocity(rvector(0,0,1300));
			break;
		case 4:
			m_nWallJump2Dir=5;
			AddVelocity(fSecondJumpSpeed*right);
			AddVelocity(rvector(0,0,1300));
			break;
		}
	}
	else if(m_nWallJumpDir.Ref()==1)
	{
		if(ZIsActionKeyPressed(ZACTION_FORWARD))
		{
			m_nWallJump2Dir=6;
			SetVelocity(jump2*50.f);
		}
		else
		{
			m_nWallJump2Dir=7;
			AddVelocity(jump2*300.f);
		}
		AddVelocity(rvector(0,0,1400));

	}else
	{
		float fSecondJumpSpeed = WALL_JUMP2_SIDE_VELOCITY;

		rvector right;
		CrossProduct(&right,m_Direction,rvector(0,0,1));
		jump2= (m_nWallJumpDir.Ref()==0) ? -right : right;
		if(m_nWallJumpDir.Ref()==0)
			m_nWallJump2Dir=4;
		else
			m_nWallJump2Dir=5;

		AddVelocity(fSecondJumpSpeed*jump2);
		AddVelocity(rvector(0,0,1300));
	}
 
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Code:
if(strstr(strlwr((char*)ZGetGameClient()->GetStageName()), "[nj]"))
	{
		int i = rand() % 6 + 1; //6 Different numbers, start from 1, not from 0
		//For case 3 and 4
		float fSecondJumpSpeed = WALL_JUMP2_SIDE_VELOCITY;

		rvector right;
		CrossProduct(&right,m_Direction,rvector(0,0,1));
		//End for case 3 and 4
		AddVelocity(rvector(0,0,800));
		
		switch(i)
		{
		case 1:
		case 5:
			m_nWallJump2Dir=7;
			AddVelocity(rvector(0,0,1000));
			break;
		case 2:
		case 6:
			m_nWallJump2Dir=6;
			AddVelocity(rvector(0,0,1000));
			break;
		case 3:
			m_nWallJump2Dir=4;
			AddVelocity(fSecondJumpSpeed*-right);
			AddVelocity(rvector(0,0,1300));
			break;
		case 4:
			m_nWallJump2Dir=5;
			AddVelocity(fSecondJumpSpeed*right);
			AddVelocity(rvector(0,0,1300));
			break;
		}
	}
	else if(m_nWallJumpDir.Ref()==1)
	{
		if(ZIsActionKeyPressed(ZACTION_FORWARD))
		{
			m_nWallJump2Dir=6;
			SetVelocity(jump2*50.f);
		}
		else
		{
			m_nWallJump2Dir=7;
			AddVelocity(jump2*300.f);
		}
		AddVelocity(rvector(0,0,1400));

	}else
	{
		float fSecondJumpSpeed = WALL_JUMP2_SIDE_VELOCITY;

		rvector right;
		CrossProduct(&right,m_Direction,rvector(0,0,1));
		jump2= (m_nWallJumpDir.Ref()==0) ? -right : right;
		if(m_nWallJumpDir.Ref()==0)
			m_nWallJump2Dir=4;
		else
			m_nWallJump2Dir=5;

		AddVelocity(fSecondJumpSpeed*jump2);
		AddVelocity(rvector(0,0,1300));
	}
LOL , i did the same thing my problem was that i putted NJ instead nj -_-'
 
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