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re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
clerigz
you don't have SecureEngineSDK.. ?
check if you have it or not. XD
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re: [Release] zTeam Season 8 Episode 2 (Source)
and how to add /gg in global msg???
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Quote:
Originally Posted by
MrQU3ST10N
you don't have SecureEngineSDK.. ?
check if you have it or not. XD
where i can find it? and i have 2 errors in that screen shots
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re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
clerigz
and how to add /gg in global msg???
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where i can find it? and i have 2 errors in that screen shots
it must be somewhere in the Filters.
there's no /gg command. for global message type !Messagehere with the exclamation.
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re: [Release] zTeam Season 8 Episode 2 (Source)
and i want to add it in the game server the /gg not the default one ! and how to add that? i see in the season 6 zteam source code release the game master online
Quote:
After:
cManager.ManagerAdd(lpObj->Name, lpObj->m_Index); //Season 2.5 add-on
Add
char szTemp[128];
sprintf(szTemp, "GameMaster %s is now online!", lpObj->Name);
AllSendServerMsg(szTemp);
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re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
clerigz
and i want to add it in the game server the /gg not the default one ! and how to add that? i see in the season 6 zteam source code release the game master online
from what page?
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nvm found it. page 215
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re: [Release] zTeam Season 8 Episode 2 (Source)
Can someone post the already source with fixes converted to visual studio 2013?
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re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
Nyl Felipe
Can someone post the already source with fixes converted to visual studio 2013?
we'll have to wait.. XD
maybe someone out there , a kind person will share.
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re: [Release] zTeam Season 8 Episode 2 (Source)
Someone have a clue why zMS/zGS not read Expanded Inventory data correctly?
I've checked everywhere and it point's to: ExInventory row in Character but when go online with character it shows me:
You must purchase Expanded Inventory first. (But I already have and In db is also saved)
So any suggestions will be appreciated.
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Quote:
Originally Posted by
clerigz
and i want to add it in the game server the /gg not the default one ! and how to add that? i see in the season 6 zteam source code release the game master online
For this source:
Find (user.cpp):
if ( lpObj->Authority == 32 )
{
gObjAddBuffEffect(lpObj,BUFF_GM,0,0,0,0,-10);
Then add:
char szTemp[128];
sprintf(szTemp, "[GAMEMASTER] %s is now online!", lpObj->Name);
AllSendServerMsg(szTemp);
It's tested and working.
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re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
clerigz
and how to add /gg in global msg???
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where i can find it? and i have 2 errors in that screen shots
Quote:
PMSG_NOTICE pNotice;
TNotice::MakeNoticeMsgEx(&pNotice, 0, "[%s]: %s", lpObj->Name, &lpChat->chatmsg[1]);
SendAllUserAnyMsg2((BYTE *)&pNotice, pNotice.h.size);
//Log
LogAddTD(lMsg.Get(MSGGET(1, 215)), gObj[aIndex].AccountID, gObj[aIndex].Name, &lpChat->chatmsg[1]);
protocol.cpp case '!': //Global Announcement no need for /gg but either one works
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re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
Soumyxorp
protocol.cpp case '!': //Global Announcement no need for /gg but either one works
what about if you type a global message
Pop-up will be :
[GMtest] Hi
to identify the gm name.
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re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
MrQU3ST10N
what about if you type a global message
Pop-up will be :
[GMtest] Hi
to identify the gm name.
yep that will make ! automatically have the gm name [gmname]: message
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re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
Soumyxorp
yep that will make ! automatically have the gm name [gmname]: message
Nope. Only the texts..
https://forum.ragezone.com/cache.php...%2FsQBYxrb.png
maybe there's something missing in the code?
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re: [Release] zTeam Season 8 Episode 2 (Source)
oh yea hold on,
add this too:
Quote:
void SendAllUserAnyMsg2(LPBYTE lpMsg,int size)
{
for(int i = OBJ_STARTUSERINDEX; i < OBJMAX; i++)
{
if( gObj[i].Connected == PLAYER_PLAYING &&
gObj[i].Type == OBJ_USER)
{
DataSend(i,lpMsg,size);
}
}
}
and comment these lines:
Quote:
BroadCastMessageInfo lpRequest = { 0 };
lpRequest.h.set((LPBYTE)&lpRequest, 0xCD, sizeof(lpRequest));
lpRequest.Type = 0;
CopyMemory(lpRequest.Text, lpChat->chatmsg, lpChat->h.size);
DataSend(aIndex, (LPBYTE)lpChat, lpChat->h.size);
wsJServerCli.DataSend((PCHAR)&lpRequest, sizeof(BroadCastMessageInfo));
so should be something like this:
http://i.imgur.com/3InA4ez.png
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re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
Soumyxorp
void SendAllUserAnyMsg2(LPBYTE lpMsg,int size)
{
for(int i = OBJ_STARTUSERINDEX; i < OBJMAX; i++)
{
if( gObj[i].Connected == PLAYER_PLAYING &&
gObj[i].Type == OBJ_USER)
{
DataSend(i,lpMsg,size);
}
}
}
where to put this?
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re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
MrQU3ST10N
where to put this?
After the including stuff in the beginning of the file
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re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
Soumyxorp
After the including stuff in the beginning of the file
the same. No Name appeared.
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is this right?
https://forum.ragezone.com/cache.php...%2F1kC0Qt3.png
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re: [Release] zTeam Season 8 Episode 2 (Source)
Nope. You gotta replace these:
Quote:
BroadCastMessageInfo lpRequest = { 0 };
lpRequest.h.set((LPBYTE)&lpRequest, 0xCD, sizeof(lpRequest));
lpRequest.Type = 0;
CopyMemory(lpRequest.Text, lpChat->chatmsg, lpChat->h.size);
DataSend(aIndex, (LPBYTE)lpChat, lpChat->h.size);
wsJServerCli.DataSend((PCHAR)&lpRequest, sizeof(BroadCastMessageInfo));
With my code:
Quote:
PMSG_NOTICE pNotice;
TNotice::MakeNoticeMsgEx(&pNotice, 0, "[%s]: %s", lpObj->Name, &lpChat->chatmsg[1]);
SendAllUserAnyMsg2((BYTE *)&pNotice, pNotice.h.size);
//Log
LogAddTD(lMsg.Get(MSGGET(1, 215)), gObj[aIndex].AccountID, gObj[aIndex].Name, &lpChat->chatmsg[1]);
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re: [Release] zTeam Season 8 Episode 2 (Source)
someone could post the MuServer compiled please , if possible with some bugs corrected if it is not too much to ask hugs
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re: [Release] zTeam Season 8 Episode 2 (Source)
Guys do you have working Expanded Inventory but all four?
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re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
Soumyxorp
Nope. You gotta replace these:
With my code:
thanks mate. :ott1::ott1:
Quote:
Originally Posted by
Omaruu
Guys do you have working Expanded Inventory but all four?
4 expanded invent?
I only got 2 working.
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re: [Release] zTeam Season 8 Episode 2 (Source)
someone could post the MuServer compiled please , if possible with some bugs corrected if it is not too much to ask hugs
att xereca
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re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
MrQU3ST10N
thanks mate. :ott1::ott1:
4 expanded invent?
I only got 2 working.
how did you do it? like this?
Quote:
PMSG_NOTICE pNotice;
TNotice::MakeNoticeMsgEx(&pNotice, 0, "[%s]: %s", lpObj->Name, &lpChat->chatmsg[1]);
SendAllUserAnyMsg2((BYTE *)&pNotice, pNotice.h.size);
//Log
LogAddTD(lMsg.Get(MSGGET(1, 215)), gObj[aIndex].AccountID, gObj[aIndex].Name, &lpChat->chatmsg[1]);
void SendAllUserAnyMsg2(LPBYTE lpMsg,int size)
{
for(int i = OBJ_STARTUSERINDEX; i < OBJMAX; i++)
{
if( gObj[i].Connected == PLAYER_PLAYING &&
gObj[i].Type == OBJ_USER)
{
DataSend(i,lpMsg,size);
}
}
}
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re: [Release] zTeam Season 8 Episode 2 (Source)
@-=DarkSim=-:
source program is full??? please share full source files.
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re: [Release] zTeam Season 8 Episode 2 (Source)
Quote:
Originally Posted by
mingxin
@
-=DarkSim=-:
source program is full??? please share full source files.
If the source is not Full release. Maybe Darksim have reason for that. Or Darksim want us to Learn not to be a Lazy :) GLHF
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re: [Release] zTeam Season 8 Episode 2 (Source)
GS could post compiled with SD bug fixed? or with some bug fixed !! thanks.