Nae-un <33
- Joined
- Jun 23, 2012
- Messages
- 554
- Reaction score
- 70
You use big words
Cool project. Few things I'm curious about:
- Are you using original CPQ maps?
- Are you using any packets for aesthetics?
- Are you going to use any CPQ packets?
I noticed you said the score will be displayed in chat, and I wanted to know why the chatbox instead of a scoreboard. So I'm assuming your either not using the map or not using the packets, or is it just custom enough to not utilize either?
Nonetheless, good luck on this development. CPQ is best PQ. ;P
Sorry, haha. It must be a college thing; you just start to instinctively use bigger words to convey more precise meanings. As for your questions.
I will be using the original CPQ maps. What I do with them and how I implement the mobs will take some time. I have to check how the mobs in the map are currently. If I remember correctly, each CPQ map already has monsters in the XML, though I'm not sure why they're there. I might remove them entirely and replace them. I'm curious as to how the game handles monster visibility (blue team's monsters are gray to red and vice versa).
As noted previously, I don't have an intimate knowledge of packets. I'll take a look at them and see if I can make anything of them, but I still don't like meddling in things I haven't read up on. I suppose this answers your latter 2 questions.
As for the scoreboard, I'm still working on that. It's also packet based and I'm curious to see how it works. Anyone with knowledge of how this works is welcome to share his or her knowledge with me.
I'd go over the packets with you, but Monster Carnival packets/handlers, actually the entire implementation was released already. You should check it out, it may be of help.
Just for you to know, the scoreboards and packets in CPQ are field-limit based to type CField_MonsterCarnival. This means they won't work in like Henesys or whatever, but you can use them to an advantage within the actual CPQ maps (so luckily you're using them).
Also, CPQ mobs shouldn't be in XML "spawn", but maybe they are. The server handles grey mobs for other teams by assigning the mob a Team for the Monster Carnival. The very last byte when spawning a monster into the map is called nTeamForMCarnival. This byte is the same as getTeam() you set in spawnPlayerMapobject for the character's. If it's on the character's team, they see it; however, if it is not, then it will appear grey. This is part of the CPQ implementation done by s4nta here.
One last thing.. if you're using a scoreboard, why display the score in the chat? ;P
JMP 00823549I'm trying to look up a v62 multiclient, but am having trouble finding a working link. I'll probably be able to find one if I scour around some more.