You wan't to fix that don't you, buy a freaking PC that "Can see the game first" this is not a server issue. No one cares if you have ingame issues , and especialy graphic issues, POST on NCSOFT forums .
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Attachment 134167
Thanks for the only respond on my post...
The setting you said is totally same as what i was set.. the server give me this error....
As a Friendly reminder to everyone it works best with the 3.9 3.0.0.12 Clients . It wouldn't work with my 4.0 client . So i did have to download a Client it would work with . which is here http://forum.ragezone.com/f587/new-a...nt-3-a-935139/ I have had no issues with it. as of yet . server or client side but always remember To Back up a client before patching so you do not have to download one again . Specially if you play on Multiple servers .
Once you have set the \AL-Game\gameserver\config\network\ipconfig to wan ip if your playing on the same network or lan or even the same computer then for yourself you must use in the Launcher batch file either 127.0.0.1 or your current Network ip address such as 192.168.1.122 what ever your network ip . so that it looks like this example "-ip:192.168.2.106" . and then you should be able to connect just fine through network or lan setting with the ipconfig still open for the world .
it will work if you add the g_freefly = "1" into your system.cfg file . This has been Spoken about Earlyer in this whole Thread . in the 14-28 pages . Or you are welcome to use my Copy if you like . Also in the Launcher add -DEVMODE "g_freefly = 1" Behind a line with the -Ip:
Can someone help me out , removing the fear effect of using geodata to move, and add the same effect stun has it.
FEAR EFFECT
STUN EFFECTCode:/* * This file is part of aion-unique <aion-unique.org>.
*
* aion-unique is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* aion-unique is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with aion-unique. If not, see <http://www.gnu.org/licenses/>.
*/
package com.aionemu.gameserver.skillengine.effect;
import java.util.concurrent.ScheduledFuture;
import javax.xml.bind.annotation.XmlAccessType;
import javax.xml.bind.annotation.XmlAccessorType;
import javax.xml.bind.annotation.XmlAttribute;
import javax.xml.bind.annotation.XmlType;
import com.aionemu.commons.utils.Rnd;
import com.aionemu.gameserver.geoEngine.collision.CollisionIntention;
import com.aionemu.gameserver.geoEngine.math.Vector3f;
import com.aionemu.gameserver.ai2.AIState;
import com.aionemu.gameserver.ai2.NpcAI2;
import com.aionemu.gameserver.ai2.event.AIEventType;
import com.aionemu.gameserver.configs.main.GeoDataConfig;
import com.aionemu.gameserver.controllers.observer.ActionObserver;
import com.aionemu.gameserver.controllers.observer.ObserverType;
import com.aionemu.gameserver.model.gameobjects.Creature;
import com.aionemu.gameserver.model.gameobjects.Npc;
import com.aionemu.gameserver.model.stats.container.StatEnum;
import com.aionemu.gameserver.network.aion.serverpackets.SM_TARGET_IMMOBILIZE;
import com.aionemu.gameserver.skillengine.model.Effect;
import com.aionemu.gameserver.utils.MathUtil;
import com.aionemu.gameserver.utils.PacketSendUtility;
import com.aionemu.gameserver.utils.PositionUtil;
import com.aionemu.gameserver.utils.ThreadPoolManager;
import com.aionemu.gameserver.world.geo.GeoService;
/**
* @author Sarynth
*/
@XmlAccessorType(XmlAccessType.FIELD)
@XmlType(name = "FearEffect")
public class FearEffect extends EffectTemplate {
@XmlAttribute
protected int resistchance = 100;
@Override
public void applyEffect(Effect effect) {
effect.getEffected().getEffectController().removeHideEffects();
effect.addToEffectedController();
}
@Override
public void calculate(Effect effect) {
super.calculate(effect, StatEnum.FEAR_RESISTANCE, null);
}
@Override
public void startEffect(final Effect effect) {
final Creature effector = effect.getEffector();
final Creature effected = effect.getEffected();
effected.getController().cancelCurrentSkill();
effect.setAbnormal(AbnormalState.FEAR.getId());
effected.getEffectController().setAbnormal(AbnormalState.FEAR.getId());
//PacketSendUtility.broadcastPacketAndReceive(effected, new SM_TARGET_IMMOBILIZE(effected));
effected.getController().stopMoving();
if (effected instanceof Npc)
((NpcAI2)effected.getAi2()).setStateIfNot(AIState.FEAR);
if (GeoDataConfig.FEAR_ENABLE) {
ScheduledFuture<?> fearTask = ThreadPoolManager.getInstance().scheduleAtFixedRate(
new FearTask(effector, effected), 0, 1000);
effect.setPeriodicTask(fearTask, position);
}
//resistchance of fear effect to damage, if value is lower than 100, fear can be interrupted bz damage
//example skillId: 540 Terrible howl
if (resistchance < 100) {
ActionObserver observer = new ActionObserver(ObserverType.ATTACKED) {
@Override
public void attacked(Creature creature) {
if (Rnd.get(0, 100) > resistchance)
effected.getEffectController().removeEffect(effect.getSkillId());
}
};
effected.getObserveController().addObserver(observer);
effect.setActionObserver(observer, position);
}
}
@Override
public void endEffect(Effect effect) {
effect.getEffected().getEffectController().unsetAbnormal(AbnormalState.FEAR.getId());
// for now we support only players
if (GeoDataConfig.FEAR_ENABLE) {
effect.getEffected().getMoveController().abortMove();// TODO impl stopMoving?
}
if (effect.getEffected() instanceof Npc){
((NpcAI2)effect.getEffected().getAi2()).onCreatureEvent(AIEventType.ATTACK, effect.getEffector());
}
PacketSendUtility.broadcastPacketAndReceive(effect.getEffected(), new SM_TARGET_IMMOBILIZE(effect.getEffected()));
if (resistchance < 100) {
ActionObserver observer = effect.getActionObserver(position);
if (observer != null)
effect.getEffected().getObserveController().removeObserver(observer);
}
}
class FearTask implements Runnable {
private Creature effector;
private Creature effected;
FearTask(Creature effector, Creature effected) {
this.effector = effector;
this.effected = effected;
}
@Override
public void run() {
if (effected.getEffectController().isUnderFear()) {
float x = effected.getX();
float y = effected.getY();
if (!MathUtil.isNearCoordinates(effected, effector, 40))
return;
byte moveAwayHeading = PositionUtil.getMoveAwayHeading(effector, effected);
double radian = Math.toRadians(MathUtil.convertHeadingToDegree(moveAwayHeading));
float maxDistance = effected.getGameStats().getMovementSpeedFloat();
float x1 = (float) (Math.cos(radian) * maxDistance);
float y1 = (float) (Math.sin(radian) * maxDistance);
byte intentions = (byte) (CollisionIntention.PHYSICAL.getId() | CollisionIntention.DOOR.getId());
Vector3f closestCollision = GeoService.getInstance().getClosestCollision(effected, x+x1, y+y1, effected.getZ(), true, intentions);
if (effected.isFlying()) {
closestCollision.setZ(effected.getZ());
}
if (effected instanceof Npc){
((Npc)effected).getMoveController().resetMove();
((Npc)effected).getMoveController().moveToPoint(closestCollision.getX(), closestCollision.getY(),
closestCollision.getZ());
}
else{
effected.getMoveController().setNewDirection(closestCollision.getX(), closestCollision.getY(),
closestCollision.getZ(), moveAwayHeading);
effected.getMoveController().startMovingToDestination();
}
}
}
}
}
Code:
/*
* This file is part of aion-unique <aion-unique.org>.
*
* aion-unique is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* aion-unique is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with aion-unique. If not, see <http://www.gnu.org/licenses/>.
*/
package com.aionemu.gameserver.skillengine.effect;
import javax.xml.bind.annotation.XmlAccessType;
import javax.xml.bind.annotation.XmlAccessorType;
import javax.xml.bind.annotation.XmlType;
import com.aionemu.gameserver.model.gameobjects.Creature;
import com.aionemu.gameserver.model.stats.container.StatEnum;
import com.aionemu.gameserver.network.aion.serverpackets.SM_TARGET_IMMOBILIZE;
import com.aionemu.gameserver.skillengine.model.Effect;
import com.aionemu.gameserver.utils.PacketSendUtility;
/**
* @author ATracer
*/
@XmlAccessorType(XmlAccessType.FIELD)
@XmlType(name = "StunEffect")
public class StunEffect extends EffectTemplate {
@Override
public void applyEffect(Effect effect) {
effect.addToEffectedController();
}
@Override
public void calculate(Effect effect) {
super.calculate(effect, StatEnum.STUN_RESISTANCE, null);
}
@Override
public void startEffect(Effect effect) {
final Creature effected = effect.getEffected();
effected.getController().cancelCurrentSkill();
effected.getMoveController().abortMove();
effect.getEffected().getEffectController().setAbnormal(AbnormalState.STUN.getId());
effect.setAbnormal(AbnormalState.STUN.getId());
//PacketSendUtility.broadcastPacketAndReceive(effect.getEffected(), new SM_TARGET_IMMOBILIZE(effect.getEffected()));
}
@Override
public void endEffect(Effect effect) {
effect.getEffected().getEffectController().unsetAbnormal(AbnormalState.STUN.getId());
}
}
just disable geodata
Geodata is disabled i want the Fear skill to not make the character move around but stand still. thats all. This requires some knowledge of the emulator core, thats why i posted here maybe someone that knows java , besides modifying the configs .
hello I downloaded from your version but I have the following error could you help me
2013-07-07 19:27:45,362 INFO [InstantPool-1] com.aionemu.gameserver.questEngine.QuestEngine [QuestEngine.java:955] Quest engine load started
2013-07-07 19:28:09,370 INFO [InstantPool-1] com.aionemu.gameserver.questEngine.QuestEngine [QuestEngine.java:978] Loaded 5033 quest handlers.
2013-07-07 19:28:09,386 WARN [InstantPool-1] com.aionemu.commons.utils.concurrent.ExecuteWrapper [ExecuteWrapper.java:67] class com.aionemu.gameserver.GameServer$2 - execution time: 24010msec
2013-07-07 19:28:09,386 INFO [InstantPool-1] com.aionemu.gameserver.instance.InstanceEngine [InstanceEngine.java:52] Instance engine load started
2013-07-07 19:28:13,801 INFO [InstantPool-1] com.aionemu.gameserver.instance.InstanceEngine [InstanceEngine.java:63] Loaded 50 instance handlers.
2013-07-07 19:28:13,801 INFO [InstantPool-1] com.aionemu.gameserver.ai2.AI2Engine [AI2Engine.java:58] AI2 engine load started
2013-07-07 19:28:21,975 INFO [InstantPool-1] com.aionemu.gameserver.ai2.AI2Engine [AI2Engine.java:69] Loaded 308 ai handlers.
2013-07-07 19:28:22,162 WARN [InstantPool-1] com.aionemu.commons.utils.concurrent.ExecuteWrapper [ExecuteWrapper.java:67] class com.aionemu.gameserver.GameServer$2 - execution time: 8363msec
Maybe try to change in "Effects.java" (the same location as Fear file) this line:
intoCode:@XmlElement(name = "fear", type = FearEffect.class)
This should "bind" all fearing skills to stun behaviour. But skill descriptions will still show "Fear"Code:@XmlElement(name = "fear", type = StunEffect.class)
[EDIT]
It's possible that u'll have to edit "AbnormalState.java" (same folder). But first check just that edit in "Effects.java"
But im still worried that the movement will still trigger even having the stun class added.
Someone know how to fix this error?
Attachment 134480
Thank's
Edit .bat
Quote:
@ECHO off
TITLE Aion Lightning - Game Server Console
:START
CLS
SET JAVAVER=1.6
SET NUMAENABLE=false
CLS
IF "%MODE%" == "" (
CALL PanelGS.bat
)
IF "%JAVAVER%" == "1.7" (
SET JAVA_OPTS=-XX:+TieredCompilation %JAVA_OPTS%
)
IF "%NUMAENABLE%" == "true" (
SET JAVA_OPTS=-XX:+UseNUMA %JAVA_OPTS%
)
ECHO Starting Aion Lightning Game Server in %MODE% mode.
JAVA %JAVA_OPTS% -Xbootclasspath/p:libs/jsr305-2.0.1.jar -ea -javaagent:./libs/al-commons-1.3.jar -cp ./libs/*;AL-Game.jar com.aionemu.gameserver.GameServer
SET CLASSPATH=%OLDCLASSPATH%
IF ERRORLEVEL 2 GOTO START
IF ERRORLEVEL 1 GOTO ERROR
IF ERRORLEVEL 0 GOTO END
:ERROR
ECHO.
ECHO Game Server has terminated abnormaly!
ECHO.
PAUSE
EXIT
:END
ECHO.
ECHO Game Server is terminated!
ECHO.
PAUSE
EXIT