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WR Toxiic Release modified

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TiraRebel - WR Toxiic Release modified - RaGEZONE Forums


The door opens when you break it.
Use the chuck command to break it faster and be able to test.

I have noticed that it closes too soon. Maybe we should increase the time that remains open to let all the players pass.





 
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@TiraRebel

BR
então eu atiro na porta e não baixa a porcentagem fica 99%
sem usar o comando a porta não quebra

Eng
so I shoot at the door and do not lower the percentage gets 99%
without using the command the door does not break


daniking1

BR
O projeto do server não é meu é do (Toxiic) esse malware já vem dês do (Toxiic) eu só estou tentando arrumar os modos para ganhar mais experiencia em C#

e eu quero deixar esse server online aqui no Brasil
se conseguir arrumar o modo explosivo eu vou deixar o server online
porque no começo eu vou usar só os modos 12 & 12 8 & 8 FFA Explosivo e Survival no modo Survival os players Poderá ganhar armas para PVP
Eu já até fiz o premimo por mapa e dificuldade Facil e Dificil


Eng
The server project is not mine (Toxiic) that malware is already coming from (Toxiic) I'm just trying to sort the ways to gain more experience in C #

and I want to leave this server online here in Brazil
if I can fix the explosive mode I'll leave the server online
because at the beginning I'm going to use only the modes 12 & 12 8 & 8 FFA Explosive and Survival in Survival mode players You can gain weapons for PVP
I already did the map premier and Difficulty Easy and Hard


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TiraRebel - WR Toxiic Release modified - RaGEZONE Forums


TiraRebel - WR Toxiic Release modified - RaGEZONE Forums


[IMG]https://forum.ragezone.com/ima...do"]https://warrock.papayaplay.com/warrock.do
Eng
I wanted to use this Client here but I can not make Warrock.exe work
Client Link


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TiraRebel - WR Toxiic Release modified - RaGEZONE Forums
 
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you cant just easily switch clientdid nexon had a crc check back then? 2013? idk

When you have the packet for defuser you can add a new packet class to roomplantdata.cs
Something like that should work. Then you have defuser in hand. You still need to code the defuse part.

Search for:
if (Room.GetSide(usr) == (int)Game_Server.Room.Side.NIU && usr.weapon == 118 && Type == 0 && !Room.sleep && usr.IsAlive()) // NIU Defuse
in this if statement search for:
Room.send(new SP_RoomPlantData(getAllBlocks));
change it to:
Room.send(new SP_RoomDefuseData(getAllBlocks));

then add new packet class

class SP_RoomDefuseData : Packet
{
public SP_RoomDefuseData(params object[] Params)
{
newPacket(29985);
addBlock(1);
Params.ToList().ForEach(obj => { addBlock(obj);});
}
}
 
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@daniking1

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o'que acontece é que o time Niu na primeira rodada ele defusa a bomba Na segunda redada o Time Niu não defusa mais
se você tiver conhecimento nisso você poderia ajudar a arrumar esse modo explosivo só falta ele para deixar o server online ficariamos muito gratos

Eng
What happens is that the Niu team in the first round he defuses the bomb In the second round, Time Niu does not defuse more
if you have knowledge in this you could help to fix this explosive mode only he is missing to leave the server online we would be very grateful
 
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i will be trying to fix it when i have time, could take some days though. imbusy atm
 
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@daniking1

BR
Obrigado pela ajuda eu ainda não tenho conhecimento para consertar este bug
tentarei fazer oque você mandou

Eng
Thanks for the help I still have no knowledge to fix this bug
I'll try to do what you told me.
 
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@richardjj
so I shoot at the door and do not lower the percentage gets 99%
without using the command the door does not break


The problem is that the door has MaxHealth = 500000

You can put in DamageVehicle.cs line 118:

if (room.mode == 12 && vehicle.Code == "EN17") //>--- FIXED_BRK_PRISON_GATE
{ vehicle.Health -= 100; // Or more, to increase the damage per shot.
usr.timeattackDamagedDoor++; }

Then you can see in log how decress whit every shoot
CP_RoomData.Handle » DamageVehicles - vehicle.Health: 495700
CP_RoomData.Handle » DamageVehicles - vehicle.Health: 495600
CP_RoomData.Handle » DamageVehicles - vehicle.Health: 495500

Keep in mind that the game costs a lot to break, shooting all 4 players at once with the most powerful weapons

You can also reduce in items.bin the value of MaxHealth of EN17.


Regards.
 
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@TiraRebel

BR
Obrigado pela ajuda funcionou

Eng
Thanks for the help worked

daniking1

BR
Não funcionou o'que você falou para fazer na segunda rodada comtinua igual ao video que eu fiz do bug

Eng
It did not work what you said to do in the second round is still the same as the video I made of the bug

Video Bug
 
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bomb defusing is now working.
Will work on that second round and after bomb holding thing.
The thing with you Loose when you win is a Binary Problem i think. When i get my hands on a newer client i can say it for sure.

So After 5 Hours trying to fix it i wasnt able to do it.
For a better understanding for you.
Round1, NIU = usr.weapon == 117 (Nippers)
Round2, NIU = usr.weapon == 91 (C4)
I try'd everything to give NIU Team Nippers. But wasnt able to do it as soon as round 2 starts.

Derbaran and NIU Win Symbol is only taken from Derbaran round event. (kill, plant, explode, no player, no time etc.)
Another thing i dont know why this could happen.

But maybe someone else will get the anwser with this tips.
 
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@daniking1

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tudo bem eu vou continuar tentando quem sabe mais alguém resolve ajuda a fixar
eu quero muito deixar esse server online
vou continuar fixando oque eu consegui
vou colocar às caixas para funcionar e oque mais eu consegui

Eng
Okay, I'll keep trying Who knows, somebody else, help fix
I really want to leave this server online

I'll keep fixing what I got.
I'll put the boxes to work and what else I got
 
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Still wasnt able to fix it.
As soon as round 2 Starts NIU player is handled like a Derbaran, but when i give out the NIU player's information he is still on team 1(NIU) and derbaran on team 0(Derb).
I think the Problem with the Winning Symbol comes from the same problem with NIU gets set to Darbaran in round 2, cause in first round the Winning Symbol is working fine.
Bomb defusing is working. But i would like to fix the other two problems before i share my work.

Media:
Bomb defuse:
After round setting Nippers on NIU before spawn wont work either:
 
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@daniking1

BR
se você conseguir fixar esse bug e compartilhar com a gente eu fico muito grato

Eng
if you can fix this bug and share with us I'm very grateful
 
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Ez fix for explo and anh.
But because i want no pastarino here just some text.
Find the two pakets for new round and edit one of them.
430 to 150
363 to 238
 
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@highlimit

BR
só colocar isso no seu RoomData

Eng
just put this in your RoomData

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

using Game_Server.Game;

namespace Game_Server.Room_Data
{
class CP_RoomData : Handler
{
internal enum DropType
{
Respawn = 0,
Medic = 1,
Ammo = 2,
Repair = 3
}

public override void Handle(User usr)
{
if (blocks.Length >= 2 && usr.room != null)
{
Room room = usr.room;
int roomSlot = int.Parse(getBlock(0));
int roomId = int.Parse(getBlock(1));
if (roomSlot == usr.roomslot && roomId == room.id)
{
Subtype type = (Subtype)int.Parse(getBlock(3));

object[] sendBlocks = new object[blocks.Length - 1];
Array.Copy(blocks, sendBlocks, sendBlocks.Length);

/* Handle each subtype (if handler is available) */
using (RoomDataHandler handler = Managers.RoomPacketManager.ParsePacket((int)type, sendBlocks))
{
if (handler != null)
{
handler.Handle(usr, room);

/* Send out packet to the room*/
sendBlocks = handler.sendBlocks;

int subtypeId = int.Parse(sendBlocks[3].ToString());

if (handler.sendPacket)
{

if (subtypeId == (int)Subtype.ServerRoomReady)
{
if (!room.firstingame)
{
room.RespawnAllVehicles();
room.firstingame = true;
}

if (room.MapData != null)
{
usr.send(new SP_RoomMapData(room));
usr.send(new SP_RoomInitializeUsers(room));
}

usr.mapLoaded = true;

usr.send(new SP_RoomData(sendBlocks));
}
else if (subtypeId == (int)Subtype.BackToRoom)
{
usr.send(new SP_RoomData(sendBlocks));
}
else if (subtypeId == (int)Subtype.VoteKick)
{
byte[] buffer = (new SP_RoomData(sendBlocks)).GetBytes();
int usrside = room.GetSide(usr);
foreach (User u in room.users.Values)
{
if (room.GetSide(u) == usrside)
{
u.sendBuffer(buffer);
}
}
}
else
{
room.send(new SP_RoomData(sendBlocks));
}

if (handler.lobbychanges)
{
room.ch.UpdateLobby(room);
}
}
}
}
}
}
}
}

class SP_RoomData : Packet
{
public SP_RoomData(params object[] Params)
{
newPacket(30000);
addBlock(1); // Success
Params.ToList().ForEach(r => { addBlock(r); });
}
}

class SP_RoomDataNewRound : Packet
{
public SP_RoomDataNewRound(Room Room, int WinningTeam, bool Prepare)
{
int Code = (Prepare == true ? 6 : 5);
newPacket(30000);
addBlock(1);
addBlock(-1);
addBlock(Room.id);
addBlock(1);
addBlock(Code);
addBlock(0);
addBlock(1);
addBlock(WinningTeam);
addBlock(Room.DerbRounds);
addBlock(Room.NIURounds);
Fill(0, 16);
addBlock("DS05");
}
}

class SP_InitializeNewRound : Packet
{
public SP_InitializeNewRound(Room r)
{
newPacket(30000);
addBlock(1); // Success
addBlock(-1); // ??
addBlock(r.id); // Room ID
addBlock(2);
addBlock(403); // Sub id?
addBlock(0);
addBlock(1);
addBlock(3);
addBlock(363);
addBlock(0);
addBlock(1);
// addBlock(r.mode == (int)RoomMode.Annihilation ? 1 : 0);
Fill(0, 4);
}
}
}

//Final
 
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