Warrock Toxiic Core - Bypass Passport & Unpacked Client

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  1. #106
    Registered richardjj is online now
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    Aug 2012 Join Date
    21Posts

    Re: [Release] Warrock Toxiic Core - Bypass Passport & Unpacked Client

    [QUOTE=TiraRebel;8842386]

    Eng Goole tradutor
    Hi, can anyone help me put a bonus to work when the player passes a certain wave in zombie survival mode
    Type I wanted to put to the player to gain a certain weapon when passing the wave 8 and in the wave 16 and in the wave 21

    BR
    Oi alguém poderia me ajudar a colocar para funcionar um bonus quando o player passar um determinada wave no modo zombie survival
    Tipo eu queria colocar para o player ganhar uma determinada arma ao passar a wave 8 e na wave 16 e na wave 21

  2. #107
    Registered TiraRebel is offline
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    Jul 2015 Join Date
    14Posts

    Re: Warrock Toxiic Core - Bypass Passport & Unpacked Client

    Podria ser algo asi, al terminar la wave:
    foreach (User in room.users.Values)
    {Inventory.AddOutBoxItem(User, "item.code", days);}

  3. #108
    Registered richardjj is online now
    MemberRank
    Aug 2012 Join Date
    21Posts

    Re: Warrock Toxiic Core - Bypass Passport & Unpacked Client

    Quote Originally Posted by TiraRebel View Post
    Podria ser algo asi, al terminar la wave:
    foreach (User in room.users.Values)
    {Inventory.AddOutBoxItem(User, "item.code", days);}
    BR
    vou tentar

    Eng google tradutor
    I'll try

    BR
    Deu uns erros poderia me ajudar com isso

    Eng google tradutor
    Made some mistakes could help me with this



    BR
    voce poderia me ajudar esse aqui é o meu ZombiesMode
    Eu queria fazer algo tipo isso para diferenciar os premios por dificuldade

    Eng google translate
    Could you help me out here is my Zombie Mode?
    I wanted to do something like this to differentiate prizes by difficulty

    if (this.ZombieDifficulty !> 0)
    {
    foreach (virtualUser player in this.Players)
    {
    if (this.WeaponsGot)
    {
    continue;
    }
    player.send(new PACKET_CHAT("EVENT", PACKET_CHAT.ChatType.Room_ToAll, "EVENT >> You got CLAW_KNIFE (30 DAYS) because u sirvived wave 15!!", (long)999, "NULL"));
    player.AddOutBoxItem("DA13", 3);
    this.WeaponsGot = true;


    if (this.ZombieDifficulty > 0)
    {
    foreach (virtualUser player in this.Players)
    {
    if (this.WeaponsGot)
    {
    continue;
    }
    player.send(new PACKET_CHAT("EVENT", PACKET_CHAT.ChatType.Room_ToAll, "EVENT >> You got CLAW_KNIFE (30 DAYS) because u sirvived wave 15!!", (long)999, "NULL"));
    player.AddOutBoxItem("FA15", 15);
    this.WeaponsGot = true;

    /*
    _____ ___ __ __ _____ _____ ___ _ __ ___ ___ __ __
    /__ \ /___\\ \/ / \_ \\_ \ / __\( )/ _\ / __\ /___\ /__\ /__\
    / /\/// // \ / / /\/ / /\// / |/ \ \ / / // /// \// /_\
    / / / \_// / \ /\/ /_/\/ /_ / /___ _\ \ / /___/ \_/// _ \//__
    \/ \___/ /_/\_\\____/\____/ \____/ \__/ \____/\___/ \/ \_/\__/
    __________________________________________________________________________________

    Created by: ToXiiC
    Thanks to: CodeDragon, Kill1212, CodeDragon

    */
    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;

    namespace Game_Server.GameModes
    {
    class ZombieMode
    {
    ~ZombieMode()
    {
    GC.Collect();
    }
    private Room room = null;
    public bool PreparingWave = false;
    public bool LastWave = false;
    public bool respawnThisWave = false;

    public int Wave = 1;
    //Teste
    // public bool WeaponsGot;
    //Final
    public int ZombiePoints = 0;

    public int ZombieToWave = 0;

    public void PrepareNewWave()
    {
    room.send(new Game.SP_ZombieNewWave(0));
    room.spawnedMadmans = room.spawnedManiacs = room.spawnedGrinders = room.spawnedGrounders = room.spawnedHeavys = room.spawnedGrowlers = room.spawnedLovers = room.spawnedHandgemans = room.spawnedChariots = room.spawnedCrushers = 0;
    PreparingWave = true; //Teste original era true
    room.KilledZombies = room.ZombieSpawnPlace = room.KillsBeforeDrop = room.SpawnedZombies = 0;
    room.SleepTime = 15; // 15 Seconds
    room.RespawnAllVehicles();
    respawnThisWave = false;
    room.send(new Game.SP_ZombieNewWave(Wave, LastWave));
    Wave++;
    }

    public int LastTick = 0;

    public void Zombie()
    {
    try
    {
    if (LastTick != DateTime.Now.Second)
    {
    LastTick = DateTime.Now.Second;
    if (room.SendFirstWave)
    {
    room.FirstWaveSent = true;
    room.send(new Game.SP_ZombieNewWave(0));
    room.SendFirstWave = false;
    }
    if (room.zombieRunning)
    {
    /*foreach (User usr in Players)
    {
    usr.Health = 500000;
    }*/
    int DifficultyPer = (room.zombiedifficulty + 1);
    switch (Wave)
    {
    //Original

    case 1: ZombieToWave = 51; break; // Wave 1
    case 2: ZombieToWave = 41; break; // Wave 2
    case 3: ZombieToWave = 35; break; // Wave 3
    case 4: ZombieToWave = 35; break; // Wave 4
    case 5: ZombieToWave = 40; break; // Wave 5
    case 6: ZombieToWave = 12; break; // Wave 6
    case 7: ZombieToWave = 45; break; // Wave 7
    case 8: ZombieToWave = 45; break; // Wave 8
    case 9: ZombieToWave = 45; break; // Wave 9
    case 10: ZombieToWave = 18; break; // Wave 10
    case 11: ZombieToWave = 50; break; // Wave 11
    case 12: ZombieToWave = 18; break; // Wave 12
    case 13: ZombieToWave = 50; break; // Wave 13
    case 14: ZombieToWave = 20; break; // Wave 14
    case 15: ZombieToWave = 50; break; // Wave 15
    case 16: ZombieToWave = 20; break; // Wave 16
    case 17: ZombieToWave = 50; break; // Wave 17
    case 18: ZombieToWave = 20; break; // Wave 18
    case 19: ZombieToWave = 50; break; // Wave 19
    case 20: ZombieToWave = 23; break; // Wave 20
    case 21: ZombieToWave = 50; break; // Wave 21
    case 22: ZombieToWave = 40; break; // Wave 22 (Final Wave)

    /*
    case 1: ZombieToWave = 30; break; // Wave 1
    case 2: ZombieToWave = 30; break; // Wave 2
    case 3: ZombieToWave = 40; break; // Wave 3
    case 4: ZombieToWave = 40; break; // Wave 4
    case 5: ZombieToWave = 45; break; // Wave 5
    case 6: ZombieToWave = 8; break; // Wave 6
    case 7: ZombieToWave = 50; break; // Wave 7
    case 8: ZombieToWave = 50; break; // Wave 8
    case 9: ZombieToWave = 50; break; // Wave 9
    case 10: ZombieToWave = 10; break; // Wave 10
    case 11: ZombieToWave = 50; break; // Wave 11
    case 12: ZombieToWave = 10; break; // Wave 12
    case 13: ZombieToWave = 50; break; // Wave 13
    case 14: ZombieToWave = 15; break; // Wave 14
    case 15: ZombieToWave = 50; break; // Wave 15
    case 16: ZombieToWave = 15; break; // Wave 16
    case 17: ZombieToWave = 50; break; // Wave 17
    case 18: ZombieToWave = 15; break; // Wave 18
    case 19: ZombieToWave = 50; break; // Wave 19
    case 20: ZombieToWave = 50; break; // Wave 20
    case 21: ZombieToWave = 50; break; // Wave 21
    case 22: ZombieToWave = 60; break; // Wave 22 (Final Wave)*/
    }

    LastWave = Wave >= (room.zombiedifficulty > 0 ? 18 : 21);
    //Original
    if (room.zombiedifficulty > 0) ZombieToWave += 18; //Aqui aumenta a quantidade de zombies no modo dificil
    //if (room.zombiedifficulty > 0) ZombieToWave += 1;
    //Original
    if (room.mode == (int)RoomMode.Defence) ZombieToWave += 15; //Aqui aumenta a quantidade de zombies no modo dificil
    // if (room.mode == (int)RoomMode.Defence) ZombieToWave += 15;
    if (room.AliveDerb == 0) { room.EndGame(); }


    //Log.WriteDebug(room.KilledZombies + " " + ZombieToWave);
    if (room.KilledZombies >= ZombieToWave)
    {
    //Original
    // if (LastWave)
    if (this.Wave > 22)
    {
    room.EndGame();
    }
    else
    {
    PrepareNewWave();
    }
    return;
    }

    if (room.SleepTime >= 0)
    {
    room.SleepTime--;
    return;
    }

    if (PreparingWave) PreparingWave = false;

    // Max 26 concurrent zombies.

    if (room.Zombies.Where(r => r.Value.Health > 0).Count() >= 20 || room.SpawnedZombies >= ZombieToWave) return;

    if (!PreparingWave)
    {
    if (room.mode == (int)RoomMode.Defence)
    {
    if (room.spawnedHandgemans < 5) room.SpawnZombie(7);
    }


    switch (Wave)
    {
    case 1:
    {
    foreach (User in room.users.Values)
    {Inventory.AddOutBoxItem(User, "item.code", days);}

    if (room.spawnedMadmans < 50) room.SpawnZombie(0);
    if (room.spawnedManiacs < 1) room.SpawnZombie(1);
    if (room.zombiedifficulty > 0)
    {
    if (room.spawnedGrinders < 18) room.SpawnZombie(2);
    //if (room.spawnedChariots < 5) room.SpawnZombie(8);
    }
    break;
    }
    case 2:
    {
    if (room.spawnedMadmans < 20) room.SpawnZombie(0);
    if (room.spawnedManiacs < 15) room.SpawnZombie(1);
    if (room.spawnedGrinders < 8) room.SpawnZombie(2);
    if (room.zombiedifficulty > 0)
    {
    if (room.spawnedGrounders < 18) room.SpawnZombie(3);
    }
    break;
    }
    case 3:
    {
    if (room.spawnedMadmans < 10) room.SpawnZombie(0);
    if (room.spawnedManiacs < 10) room.SpawnZombie(1);
    if (room.spawnedGrinders < 10) room.SpawnZombie(2);
    if (room.spawnedHeavys < 8) room.SpawnZombie(4);
    if (room.zombiedifficulty > 0)
    {
    if (room.spawnedGrounders < 18) room.SpawnZombie(3);
    }
    break;
    }
    case 4:
    {
    if (room.spawnedMadmans < 10) room.SpawnZombie(0);
    if (room.spawnedManiacs < 14) room.SpawnZombie(1);
    if (room.spawnedGrinders < 17) room.SpawnZombie(2);
    if (room.zombiedifficulty > 0)
    {
    if (room.spawnedMadmans < 2) room.SpawnZombie(0);
    if (room.spawnedManiacs < 1) room.SpawnZombie(1);
    if (room.spawnedGrounders < 15) room.SpawnZombie(3);
    }
    break;
    }
    case 5:
    {
    if (room.spawnedMadmans < 10) room.SpawnZombie(0);
    if (room.spawnedManiacs < 10) room.SpawnZombie(1);
    if (room.spawnedGrinders < 10) room.SpawnZombie(2);
    if (room.spawnedGrounders < 8) room.SpawnZombie(3);
    if (room.spawnedHeavys < 5) room.SpawnZombie(4);
    if (room.zombiedifficulty > 0)
    {
    if (room.spawnedGrounders < 18) room.SpawnZombie(3);
    }
    break;
    }
    case 6:
    {
    if (room.spawnedMadmans < 1) room.SpawnZombie(0);
    if (room.spawnedManiacs < 1) room.SpawnZombie(1);
    if (room.spawnedGrinders < 1) room.SpawnZombie(2);
    if (room.spawnedGrounders < 1) room.SpawnZombie(3);
    // if (room.spawnedChariots < 1) room.SpawnZombie(8);
    if (room.spawnedHeavys < 8) room.SpawnZombie(4);
    if (room.zombiedifficulty > 0)
    {
    if (room.spawnedHeavys < 15) room.SpawnZombie(4);
    if (room.spawnedGrounders < 3) room.SpawnZombie(3);
    }
    break;
    }
    case 7:
    {
    if (room.spawnedMadmans < 10) room.SpawnZombie(0);
    if (room.spawnedManiacs < 10) room.SpawnZombie(1);
    if (room.spawnedGrinders < 14) room.SpawnZombie(2);
    if (room.spawnedGrounders < 13) room.SpawnZombie(3);
    if (room.spawnedHeavys < 2) room.SpawnZombie(4);
    if (room.zombiedifficulty > 0)
    {
    if (room.spawnedMadmans < 1) room.SpawnZombie(0);
    if (room.spawnedHeavys < 36) room.SpawnZombie(4);
    }
    break;
    }
    case 8:
    {
    if (room.spawnedMadmans < 8) room.SpawnZombie(0);
    if (room.spawnedManiacs < 10) room.SpawnZombie(1);
    if (room.spawnedGrinders < 10) room.SpawnZombie(2);
    if (room.spawnedGrounders < 10) room.SpawnZombie(3);
    if (room.spawnedGrowlers < 10) room.SpawnZombie(5);
    if (room.zombiedifficulty > 0)
    {
    if (room.spawnedMadmans < 1) room.SpawnZombie(0);
    if (room.spawnedChariots < 1) room.SpawnZombie(8);
    // if (room.spawnedCrushers < 1) room.SpawnZombie(9);
    if (room.spawnedHeavys < 30) room.SpawnZombie(4);
    }
    break;
    }
    case 9:
    {
    if (room.spawnedMadmans < 8) room.SpawnZombie(0);
    if (room.spawnedManiacs < 5) room.SpawnZombie(1);
    if (room.spawnedGrinders < 10) room.SpawnZombie(2);
    if (room.spawnedGrounders < 10) room.SpawnZombie(3);
    if (room.spawnedGrowlers < 10) room.SpawnZombie(5);
    if (room.spawnedLovers < 5) room.SpawnZombie(6);
    if (room.zombiedifficulty > 0)
    {
    if (room.spawnedMadmans < 1) room.SpawnZombie(0);
    // if (room.spawnedChariots < 1) room.SpawnZombie(8);
    if (room.spawnedCrushers < 1) room.SpawnZombie(9);
    if (room.spawnedHeavys < 30) room.SpawnZombie(4);
    }
    break;
    }
    case 10:
    case 12:
    {
    /*
    0 - Madman
    1 - Maniac
    2 - Grinder
    3 - Grounder
    4 - Heavy
    5 - Growler
    6 - Lover
    7 - Handgeman
    8 - Chariot
    9 - Crusher
    */
    if (room.spawnedMadmans < 8) room.SpawnZombie(0);
    if (room.spawnedManiacs < 1) room.SpawnZombie(1);
    if (room.spawnedGrinders < 1) room.SpawnZombie(2);
    if (room.spawnedGrounders < 5) room.SpawnZombie(3);
    if (room.spawnedLovers < 1) room.SpawnZombie(6);
    if (room.spawnedChariots < 1) room.SpawnZombie(8);
    if (room.spawnedGrowlers < 1) room.SpawnZombie(5);
    if (room.zombiedifficulty > 0)
    {
    if (room.spawnedMadmans < 1) room.SpawnZombie(0);
    // if (room.spawnedChariots < 1) room.SpawnZombie(8);
    if (room.spawnedCrushers < 1) room.SpawnZombie(9);
    if (room.spawnedHeavys < 36) room.SpawnZombie(4);
    }
    break;
    }
    case 14:
    case 16:
    case 18:
    {
    if (room.spawnedMadmans < 1) room.SpawnZombie(0);
    if (room.spawnedManiacs < 1) room.SpawnZombie(1);
    if (room.spawnedGrinders < 1) room.SpawnZombie(2);
    if (room.spawnedGrounders < 2) room.SpawnZombie(3);
    if (room.spawnedGrowlers < 2) room.SpawnZombie(5);
    if (room.spawnedLovers < 5) room.SpawnZombie(6);
    if (room.spawnedHeavys < 8) room.SpawnZombie(4);
    // if (room.spawnedChariots < 1) room.SpawnZombie(8);
    //if (room.spawnedCrushers < 1) room.SpawnZombie(8);
    if (room.zombiedifficulty > 0)
    {
    if (room.spawnedChariots < 1) room.SpawnZombie(8);
    // if (room.spawnedCrushers < 1) room.SpawnZombie(8);
    //if (room.spawnedMadmans < 1) room.SpawnZombie(0);
    if (room.spawnedHeavys < 31) room.SpawnZombie(4);
    }
    break;
    }
    case 11:
    case 13:
    case 15:
    case 17:
    case 19:
    {
    if (room.spawnedMadmans < 4) room.SpawnZombie(0);
    if (room.spawnedManiacs < 10) room.SpawnZombie(1);
    if (room.spawnedGrinders < 10) room.SpawnZombie(2);
    if (room.spawnedGrounders < 10) room.SpawnZombie(3);
    if (room.spawnedGrowlers < 10) room.SpawnZombie(5);
    if (room.spawnedLovers < 10) room.SpawnZombie(6);
    if (room.zombiedifficulty > 0)
    {
    if (room.spawnedMadmans < 5) room.SpawnZombie(0);
    if (room.spawnedHeavys < 31) room.SpawnZombie(4);
    }
    break;
    }
    case 20:
    {
    if (room.spawnedMadmans < 1) room.SpawnZombie(0);
    if (room.spawnedManiacs < 1) room.SpawnZombie(1);
    if (room.spawnedGrinders < 5) room.SpawnZombie(2);
    if (room.spawnedGrounders < 5) room.SpawnZombie(3);
    if (room.spawnedGrowlers < 5) room.SpawnZombie(5);
    if (room.spawnedLovers < 8) room.SpawnZombie(6);
    if (room.spawnedChariots < 1) room.SpawnZombie(8);
    if (room.zombiedifficulty > 0)
    {
    if (room.spawnedChariots < 1) room.SpawnZombie(8);
    if (room.spawnedMadmans < 1) room.SpawnZombie(0);
    if (room.spawnedHeavys < 30) room.SpawnZombie(4);
    }
    break;
    }
    case 21:
    {
    if (room.spawnedMadmans < 1) room.SpawnZombie(0);
    if (room.spawnedManiacs < 4) room.SpawnZombie(1);
    if (room.spawnedGrinders < 8) room.SpawnZombie(2);
    if (room.spawnedGrounders < 10) room.SpawnZombie(3);
    if (room.spawnedGrowlers < 10) room.SpawnZombie(5);
    if (room.spawnedLovers < 10) room.SpawnZombie(6);
    if (room.spawnedHeavys < 10) room.SpawnZombie(4);
    //if (room.spawnedChariots < 10) room.SpawnZombie(8);
    //if (room.spawnedCrushers < 10) room.SpawnZombie(9);
    if (room.zombiedifficulty > 0)
    {
    if (room.spawnedMadmans < 1) room.SpawnZombie(0);
    if (room.spawnedManiacs < 15) room.SpawnZombie(1);
    if (room.spawnedHeavys < 30) room.SpawnZombie(4);
    }
    break;
    }
    case 22:
    {
    if (room.spawnedMadmans < 1) room.SpawnZombie(0);
    if (room.spawnedManiacs < 1) room.SpawnZombie(1);
    if (room.spawnedGrinders < 1) room.SpawnZombie(2);
    if (room.spawnedGrounders < 10) room.SpawnZombie(3);
    if (room.spawnedGrowlers < 10) room.SpawnZombie(5);
    if (room.spawnedLovers < 8) room.SpawnZombie(6);
    if (room.spawnedChariots < 1) room.SpawnZombie(8);
    if (room.spawnedCrushers < 1) room.SpawnZombie(9);
    if (room.spawnedHeavys < 10) room.SpawnZombie(4);
    if (room.zombiedifficulty > 0)
    {
    if (room.spawnedChariots < 1) room.SpawnZombie(8);
    if (room.spawnedCrushers < 1) room.SpawnZombie(9);
    if (room.spawnedHeavys < 38) room.SpawnZombie(4);
    }
    break;
    }
    }
    }
    }
    }
    }
    catch { }
    }

    public void Update()
    {
    if (room.AliveDerb == 0) { room.EndGame(); return; }
    Zombie();
    }

    public void reset()
    {
    PreparingWave = respawnThisWave = room.zombieRunning = room.SendFirstWave = room.FirstWaveSent = false;
    room.SleepTime = 15;
    ZombiePoints = room.SpawnedZombieplayers = room.KilledZombies = room.KillsBeforeDrop = room.ZombieSpawnPlace = room.spawnedMadmans = room.spawnedManiacs = room.spawnedGrinders = room.spawnedGrounders = room.spawnedHeavys = room.spawnedGrowlers = room.spawnedLovers = room.spawnedHandgemans = room.spawnedChariots = room.spawnedCrushers = 0;
    }

    public ZombieMode(Room room)
    {
    this.room = room;
    reset();
    }
    }
    }
    Last edited by richardjj; 2 Weeks Ago at 03:12 PM.

  4. #109
    ◝(⁰▿⁰)◜Smile◝ (⁰▿⁰)◜ Taiga is offline
    ModeratorRank
    May 2007 Join Date
    InternetLocation
    2,574Posts

    Re: Warrock Toxiic Core - Bypass Passport & Unpacked Client

    If you're going to introduce items after you clear a wave, then it's better to reward these items when the game ends to ensure nothing glitches or shows unwanted pop-ups.


    Moderator & Developer
    I CAN NOT HELP YOU WITH YOUR SERVER, USE THE CORRECT HELP SECTION INSTEAD.
    I AM ONLY TAIGA ON RAGEZONE!


    DO NOT PM ME FOR GAME RELATED QUESTIONS, THESE MESSAGES WILL BE IGNORED!


  5. #110
    Registered richardjj is online now
    MemberRank
    Aug 2012 Join Date
    21Posts

    Re: Warrock Toxiic Core - Bypass Passport & Unpacked Client

    Quote Originally Posted by Taiga View Post
    If you're going to introduce items after you clear a wave, then it's better to reward these items when the game ends to ensure nothing glitches or shows unwanted pop-ups.
    BR
    então é que eu ainda não sei mexer muito bem com C# ainda com o código todo em inglês eu fico perdido eu nem sei como consegui colocar para funcionar o modo zombie nesse server

    Eng google translation
    so I still do not know how to play very well with C # still with the whole code in English I get lost I do not even know how I managed to put the zombie mode on this server
    Last edited by richardjj; 2 Weeks Ago at 10:45 PM.

  6. #111
    Registered TiraRebel is offline
    MemberRank
    Jul 2015 Join Date
    14Posts

    Re: Warrock Toxiic Core - Bypass Passport & Unpacked Client

    This is how I have it.

    https://mega.nz/#!z1My2YBD!VBfoZ6YfI...6UVJJE40gAHbZs
    I hope it helps

  7. #112
    Registered richardjj is online now
    MemberRank
    Aug 2012 Join Date
    21Posts

    Re: Warrock Toxiic Core - Bypass Passport & Unpacked Client

    Quote Originally Posted by TiraRebel View Post
    This is how I have it.

    https://mega.nz/#!z1My2YBD!VBfoZ6YfI...6UVJJE40gAHbZs
    I hope it helps
    BR
    Obrigado (TiraRebel )
    O seu Zombie Mode não funciona para o meu Server mas eu consegui usar o seu Reward
    Voce não teria o Modo Explosivo funcionando corretamente para enviar
    Ou você poderia enviar o seu server

    Eng Google translate
    Thank you TiraRebel
    Your Zombie Mode does not work for my Server but I was able to use your Reward
    You would not have Explosive Mode working properly to send
    Or you could send your server

  8. #113
    Registered TiraRebel is offline
    MemberRank
    Jul 2015 Join Date
    14Posts

    Re: Warrock Toxiic Core - Bypass Passport & Unpacked Client

    I am sorry. The two modes that do not work properly in my verion are Explosive and Escape.

  9. #114
    Registered danesz93 is offline
    MemberRank
    Jan 2015 Join Date
    5Posts

    Re: Warrock Toxiic Core - Bypass Passport & Unpacked Client

    Can you share youre version?

  10. #115
    Registered richardjj is online now
    MemberRank
    Aug 2012 Join Date
    21Posts

    Re: Warrock Toxiic Core - Bypass Passport & Unpacked Client

    Quote Originally Posted by TiraRebel View Post
    I am sorry. The two modes that do not work properly in my verion are Explosive and Escape.
    BR
    No meu não funcionava nada no modo zombie quando eu tentava criar uma sala o cliente dava crash e fechava ai eu consegui fazer funcionar mas o modo explosivo eu não estou conseguindo ta dando uns bugs

    Eng Google translation
    In mine nothing worked in zombie mode when I tried to create a room the client crashed and closed then I managed to make it work but the explosive way I can not get ta bugs

    danesz93
    BR
    Eu estou usando o server que foi postado aqui neste tópico eu só estou tentando corrigir os problemas

    Eng Google translation
    I'm using the server that was posted here in this thread I'm just trying to fix the problems

  11. #116
    ◝(⁰▿⁰)◜Smile◝ (⁰▿⁰)◜ Taiga is offline
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    May 2007 Join Date
    InternetLocation
    2,574Posts

    Re: Warrock Toxiic Core - Bypass Passport & Unpacked Client

    Quote Originally Posted by richardjj View Post
    so I still do not know how to play very well with C # still with the whole code in English I get lost I do not even know how I managed to put the zombie mode on this server
    English is usually used for code bases since it's an international language. You can code in your own language but then the non-ascii characters might not display correctly on other systems. (It happened before when Russian comments were introduced in other emulators).


    Moderator & Developer
    I CAN NOT HELP YOU WITH YOUR SERVER, USE THE CORRECT HELP SECTION INSTEAD.
    I AM ONLY TAIGA ON RAGEZONE!


    DO NOT PM ME FOR GAME RELATED QUESTIONS, THESE MESSAGES WILL BE IGNORED!


  12. #117
    Registered richardjj is online now
    MemberRank
    Aug 2012 Join Date
    21Posts

    Re: Warrock Toxiic Core - Bypass Passport & Unpacked Client

    Quote Originally Posted by Taiga View Post
    English is usually used for code bases since it's an international language. You can code in your own language but then the non-ascii characters might not display correctly on other systems. (It happened before when Russian comments were introduced in other emulators).
    BR
    eu sei é que eu estava aprendendo C# e fazia em BR
    Eng google
    I know I was learning C # and I was doing it in BR

  13. #118
    Registered TiraRebel is offline
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    Jul 2015 Join Date
    14Posts

    Re: Warrock Toxiic Core - Bypass Passport & Unpacked Client

    Quote Originally Posted by danesz93 View Post
    Can you share youre version?
    I hope to share it soon, when I finish fixing a couple of things.
    I know little the C #, and surely there are some errors in the way of programming. I hope you are benevolent with me.






  14. #119
    Newbie highlimit is offline
    MemberRank
    Oct 2013 Join Date
    3Posts

    Re: [Release]Warrock Toxiic Core + Xor Keys + Bypass Passport + Unpacked Client

    I have the same problem. changing

    usr.clanId = int.Parse(userInformation["clanID"].ToString()); to

    usr.clanId = int.Parse(userInformation["clanid"].ToString());

    didn't work for me, i have the same problem as him after the login.... can someone help me?

    thanks

  15. #120
    Registered TiraRebel is offline
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    Jul 2015 Join Date
    14Posts

    Re: [Release]Warrock Toxiic Core + Xor Keys + Bypass Passport + Unpacked Client

    As I said before, I share my work here.Sorry for the delay.

    WR Toxiic Release modified



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