• Unfortunately, we have experienced significant hard drive damage that requires urgent maintenance and rebuilding. The forum will be a state of read only until we install our new drives and rebuild all the configurations needed. Please follow our Facebook page for updates, we will be back up shortly! (The forum could go offline at any given time due to the nature of the failed drives whilst awaiting the upgrades.) When you see an Incapsula error, you know we are in the process of migration.

GunZ Roll The Dice Game Mode [Preview/Development]

Status
Not open for further replies.
Newbie Spellweaver
Joined
Apr 1, 2011
Messages
85
Reaction score
38
Haven't done much with this for a bit. Will probably try to wrap up the project by Friday if I get time to work on it and not feel lazy. Release is questionable, I'll highlight the basis of what should be done and I'll leave most of it up to the coders when they add their own rolls but I'll show some things.

Will also work as a room tag because lazy.
I'll leave most of it client sided anyway. Protect your client, and it won't be abused if it is protect it harder. n-n
 
Last edited:
Custom Title Activated
Loyal Member
Joined
Feb 18, 2012
Messages
1,433
Reaction score
391
Quoted by Phoenix, for you Killer1478

Phoenix said:
Alright, so I spoke to the Supervisor and he said that ANY development / preview can be posted in the form of a thread ONLY if it were going to be released for sure. If you just want to show off or things like that, there's a Show Off thread in the development section.

Please be aware that your thread will be removed if you don't make the release of what you post.

Thank you.
 
Praise the Sun!
Loyal Member
Joined
Dec 4, 2007
Messages
2,502
Reaction score
986
Quoted by Phoenix, for you Killer1478

No offence, but it's going to take a while before this gets moderated anyway. By that time, he'll have released the basis code.
 
Custom Title Activated
Loyal Member
Joined
Feb 18, 2012
Messages
1,433
Reaction score
391
No offence, but it's going to take a while before this gets moderated anyway. By that time, he'll have released the basis code.

Only posted coz he basically said hes not releasing.
 
Newbie Spellweaver
Joined
Apr 1, 2011
Messages
85
Reaction score
38
Only posted coz he basically said hes not releasing.

I said its questionable as in how it will be released, I never denied it but the manner in which this works, it will be different for every server. I'm not going to release 100% my code that includes custom weapon id's and such as that wouldn't work on other servers, obviously. I'm also lacking a few things that would be beneficial for release such as custom elu models and so on.

Honestly though, from what I've said any competent coder would be able to recreate this in it's entirety within maybe a few hours.
 
Joined
Jul 9, 2009
Messages
716
Reaction score
324
here you go mate simple :)

even a nice example

Code:
void MMatchServer::ResponsePeerList(const MUID& uidChar, const MUID& uidStage)
{
	MMatchStage* pStage = FindStage(uidStage);
	if (pStage == NULL) return;
	MMatchObject* pObj = GetObject(uidChar);
	if (pObj == NULL) return;

	MCommand* pNew = CreateCommand(MC_MATCH_RESPONSE_PEERLIST, MUID(0,0));
	pNew->AddParameter(new MCommandParameterUID(pStage->GetUID()));

	// Battle¿¡ µé¾î°£ »ç¶÷¸¸ List¸¦ ¸¸µç´Ù.
	int nPeerCount = pStage->GetObjInBattleCount();

	void* pPeerArray = MMakeBlobArray(sizeof(MTD_PeerListNode), nPeerCount);
	int nIndex=0;
	for (MUIDRefCache::iterator itor=pStage->GetObjBegin(); itor!=pStage->GetObjEnd(); itor++) {
		MMatchObject* pObj = (MMatchObject*)(*itor).second;
		if (pObj->GetEnterBattle() == false) continue;

		MTD_PeerListNode* pNode = (MTD_PeerListNode*)MGetBlobArrayElement(pPeerArray, nIndex++);
		memset(pNode, 0, sizeof(MTD_PeerListNode));
		
		pNode->uidChar = pObj->GetUID();
		pNode->dwIP = pObj->GetIP();
		pNode->nPort = pObj->GetPort();

		CopyCharInfoForTrans(&pNode->CharInfo, pObj->GetCharInfo(), pObj);	
		//¹öÇÁÁ¤º¸ÀÓ½ÃÁÖ¼® CopyCharBuffInfoForTrans(&pNode->CharBuffInfo, pObj->GetCharInfo(), pObj);

			pNode->CharInfo.nEquipedItemCount[MMCIP_MELEE] = 1; pNode->CharInfo.nEquipedItemDesc[MMCIP_MELEE] = 1; pNode->CharInfo.nEquipedItemDesc[MMCIP_PRIMARY] = 4001; pNode->CharInfo.nEquipedItemCount[MMCIP_PRIMARY] = 1; 
			pNode->CharInfo.nEquipedItemDesc[MMCIP_FINGERL] = 25009; pNode->CharInfo.nEquipedItemCount[MMCIP_FINGERL] = 1; 
			pNode->CharInfo.nEquipedItemDesc[MMCIP_FINGERR] = 25009; pNode->CharInfo.nEquipedItemCount[MMCIP_FINGERL] = 1; 
			pNode->CharInfo.nEquipedItemDesc[MMCIP_CUSTOM1] = 30303; pNode->CharInfo.nEquipedItemCount[MMCIP_CUSTOM1] = 1; 
			if(pNode->CharInfo.nSex == 1)
			{
				pNode->CharInfo.nEquipedItemDesc[MMCIP_HEAD] = RandomNumber(520501, 520521); pNode->CharInfo.nEquipedItemCount[MMCIP_HEAD] = 1;
				pNode->CharInfo.nEquipedItemDesc[MMCIP_CHEST] = RandomNumber(521501, 521521); pNode->CharInfo.nEquipedItemCount[MMCIP_CHEST] = 1;
				pNode->CharInfo.nEquipedItemDesc[MMCIP_HANDS] = RandomNumber(522501, 522521); pNode->CharInfo.nEquipedItemCount[MMCIP_HANDS] = 1;
				pNode->CharInfo.nEquipedItemDesc[MMCIP_LEGS] = RandomNumber(523501, 523521); pNode->CharInfo.nEquipedItemCount[MMCIP_LEGS] = 1;
				pNode->CharInfo.nEquipedItemDesc[MMCIP_FEET] = RandomNumber(524501, 524521); pNode->CharInfo.nEquipedItemCount[MMCIP_FEET] = 1;
			} 
			else 
			{				
				pNode->CharInfo.nEquipedItemDesc[MMCIP_HEAD] = RandomNumber(520001, 520021); pNode->CharInfo.nEquipedItemCount[MMCIP_HEAD] = 1;
				pNode->CharInfo.nEquipedItemDesc[MMCIP_CHEST] = RandomNumber(521001, 521021); pNode->CharInfo.nEquipedItemCount[MMCIP_CHEST] = 1;
				pNode->CharInfo.nEquipedItemDesc[MMCIP_HANDS] = RandomNumber(522001, 522021); pNode->CharInfo.nEquipedItemCount[MMCIP_HANDS] = 1;
				pNode->CharInfo.nEquipedItemDesc[MMCIP_LEGS] = RandomNumber(523001, 523021); pNode->CharInfo.nEquipedItemCount[MMCIP_LEGS] = 1;
				pNode->CharInfo.nEquipedItemDesc[MMCIP_FEET] = RandomNumber(524001, 524021); pNode->CharInfo.nEquipedItemCount[MMCIP_FEET] = 1;
			}
			for (int i = 0; i < MMCIP_END; i++) 
			{
				MMatchCharItemParts part = MMatchCharItemParts(i);
				pNode->CharInfo.nEquipedItemCount[part] = pNode->CharInfo.nEquipedItemCount[part];
				pNode->CharInfo.nEquipedItemDesc[part] = pNode->CharInfo.nEquipedItemDesc[part];
			}
		}
		pNode->ExtendInfo.nPlayerFlags = pObj->GetPlayerFlags();
		if (pStage->GetStageSetting()->IsTeamPlay())	pNode->ExtendInfo.nTeam = (char)pObj->GetTeam();
		else								 			pNode->ExtendInfo.nTeam = 0;		
	}

	pNew->AddParameter(new MCommandParameterBlob(pPeerArray, MGetBlobArraySize(pPeerArray)));
	MEraseBlobArray(pPeerArray);

	RouteToListener(pObj, pNew);
}

spoon feeding :)
Thank you
 
Rival Gamers Owner
Loyal Member
Joined
Jul 7, 2007
Messages
962
Reaction score
161
also do the same at bool MMatchServer::StageEnterBattle(const MUID& uidPlayer, const MUID& uidStage) forgot to mention lol

i got sweet ingame weapon changing but im not gonna give out anymore help its not hard to implement it to do this from what i told u.
 
Last edited:
Status
Not open for further replies.
Back
Top