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Join Today!According to the server status is not available, what are possible reasons for this problem?
Yes I know ^^;nightvision just fix in studio just one minute :tongue:
Set up all the things, and the source suck at all.
Alot of problemas of memory leak, isn't opmitizated, if someone want to use that poop is better you use ForsakenZ Source code, the difference beetwen they is just the Ducking lockerbox, here is working, there isn't, but anyways you need to fix somethings too
This source isn't really that hard to fix there isn't that many problems overall everything you need to setup the server was provided (in this thread maybe not database but that was released)
Global inventory (Tutorial in help section) to fix that.
Unarmed Combat (Bug - look at older code for that)
Marketplace check GI settings.
WO_API: failed with error code 5 SQL Select Failed: Procedure or function 'WZ_ACCOUNT_CREATE' expects parameter '@in_ReferralID', which was not supplied.
I have problem reload instant when out of ammo how to fix it. someone know ?
not working still instant reload when ammo in slot3-6friend I solved this problem as follows:
in Warz_server look: obj_serverplayer.cpp
// remove single clip
wi.quantity--;
if(wi.quantity <= 0)
wi.Reset();
add this
// remove single clip
/*wi.quantity--;
if(wi.quantity <= 0
wi.Reset();*/
wi.quantity--;
if(wi.quantity <=0)
wi.quantity = -1;
worked here
not working still instant reload when ammo in slot3-6
after make like this cannot connect to serversorry, try this. it will cause the ammo drops the rucksack as the official....
look for the line = drop current ammo clip (if have clip speficied and have ammo)
and leave that way
// drop current ammo clip (if have clip speficied and have ammo)
if(wpn->getPlayerItem().Var1 > 0 && wpn->getPlayerItem().Var2 > 0)
{
obj_DroppedItem* obj = (obj_DroppedItem*)srv_CreateGameObject("obj_DroppedItem", "obj_DroppedItem", GetRandomPosForItemDrop());
obj->SetNetworkID(gServerLogic.GetFreeNetId());
obj->NetworkLocal = true;
// vars
obj->m_Item.itemID = wpn->getPlayerItem().Var2;
obj->m_Item.quantity = 1;
obj->m_Item.Var1 = wpn->getPlayerItem().Var1;
}
// reload weapon