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dumita123

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About dumita123

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  1. Amazing, especially the part where you provide a regen to the winner. Thank you for the contribution
  2. If there is interest, I can provide already a prototype of the system, which is functional, but there is a bug in which, if 2 or 3 people speak in the same time, it'll start to interrupt and stuff.
  3. The god has blessed us again. Thank you for your work and most certainly, for the recent activity!
  4. Not only he has a genius mind, but he also has good taste in music
  5. Massive thanks for the resources. They are very hard to find and you just made my whole week better. I wish you only the best
  6. Project -> C++ -> Precompiled Headers -> add to defines _SILENCE_ALL_CXX17_DEPRECATION_WARNINGS
  7. Items disappear whatever you do. I have tried setting the default values for sockets and everything inside item table, however it didn't fix anything. Any tips?
  8. He can't do it because he has another systems which he also uses besides the vanilla usage of it. For example he has + x number status points adder besides the normal 1 point adder. The problem lays inside the uicharacter.py file, he needs to go into his backup and re-do everything manually
  9. You had a duplicate in your file for the Level self.GetChild. Try this: [Hidden Content]
  10. The problem could be from root/uicharacter.py. Compare your file with the one you had before installing those systems. From what I see you also have a NumberToString function to put a point after 3 decimals, so don't forget about that too when comparing those files. If you can't solve it, drop the uicharacter.py here
  11. I have tried like this but it isn't compiling because of some external issues, I tried adapting @VegaS™ 's code for disabling auto attack in duel into disabling collision everywhere besides duel but I failed. BOOL CInstanceBase::CheckAdvancing() { DWORD dwVID; CInstanceBase* NEW_GetMainActorPtr(); static auto& rkChrMgr2 = CPythonCharacterManager::Instance(); const auto& pkInstMain = NEW_GetMainActorPtr(); const auto& pkInstVictim = rkChrMgr2.GetInstancePtr(dwVID); if (pkInstMain && pkInstVictim) { if (CInstanceBase::__FindPVPKey(pkInstMain->GetVirtualID(), pkInstVictim->GetVirtualID())) { return TRUE; } else { return FALSE; } } #ifdef __MOVIE_MODE__ if (IsMovieMode()) return FALSE; #endif if (!__IsMainInstance() && !IsAttacking()) { if (IsPC() && IsWalking()) { CPythonCharacterManager& rkChrMgr=CPythonCharacterManager::Instance(); for(CPythonCharacterManager::CharacterIterator i = rkChrMgr.CharacterInstanceBegin(); i!=rkChrMgr.CharacterInstanceEnd();++i) { CInstanceBase* pkInstEach=*i; if (pkInstEach==this) continue; if (!pkInstEach->IsDoor()) continue; if (m_GraphicThingInstance.TestActorCollision(pkInstEach->GetGraphicThingInstanceRef())) { BlockMovement(); return true; } } } return FALSE; } if (m_GraphicThingInstance.CanSkipCollision()) { return FALSE; } BOOL bUsingSkill = m_GraphicThingInstance.IsUsingSkill(); m_dwAdvActorVID = 0; UINT uCollisionCount=0; CPythonCharacterManager& rkChrMgr=CPythonCharacterManager::Instance(); for(CPythonCharacterManager::CharacterIterator i = rkChrMgr.CharacterInstanceBegin(); i!=rkChrMgr.CharacterInstanceEnd();++i) { CInstanceBase* pkInstEach=*i; if (pkInstEach==this) continue; CActorInstance& rkActorSelf=m_GraphicThingInstance; CActorInstance& rkActorEach=pkInstEach->GetGraphicThingInstanceRef(); //NOTE : SkilÀ» ¾²´õ¶óµµ Door Type°ú´Â Collisionüũ ÇÑ´Ù. if( bUsingSkill && !rkActorEach.IsDoor() ) continue; // ¾ÕÀ¸·Î ÀüÁøÇÒ¼ö Àִ°¡? if (rkActorSelf.TestActorCollision(rkActorEach)) { uCollisionCount++; if (uCollisionCount==2) { rkActorSelf.BlockMovement(); return TRUE; } rkActorSelf.AdjustDynamicCollisionMovement(&rkActorEach); if (rkActorSelf.TestActorCollision(rkActorEach)) { rkActorSelf.BlockMovement(); return TRUE; } else { NEW_MoveToDestPixelPositionDirection(NEW_GetDstPixelPositionRef()); } } } // ¸Ê¼Ó¼º üũ CPythonBackground& rkBG=CPythonBackground::Instance(); const D3DXVECTOR3 & rv3Position = m_GraphicThingInstance.GetPosition(); const D3DXVECTOR3 & rv3MoveDirection = m_GraphicThingInstance.GetMovementVectorRef(); // NOTE : ¸¸¾à À̵¿ °Å¸®°¡ Å©´Ù¸é ÂÉ°³¼­ ±¸°£ º°·Î ¼Ó¼ºÀ» üũÇØ º»´Ù // ÇöÀç ¼³Á¤ÇØ ³õÀº 10.0f´Â ÀÓÀÇÀÇ °Å¸® - [levites] int iStep = int(D3DXVec3Length(&rv3MoveDirection) / 10.0f); D3DXVECTOR3 v3CheckStep = rv3MoveDirection / float(iStep); D3DXVECTOR3 v3CheckPosition = rv3Position; for (int j = 0; j < iStep; ++j) { v3CheckPosition += v3CheckStep; // Check if (rkBG.isAttrOn(v3CheckPosition.x, -v3CheckPosition.y, CTerrainImpl::ATTRIBUTE_BLOCK)) { BlockMovement(); //return TRUE; } } // Check D3DXVECTOR3 v3NextPosition = rv3Position + rv3MoveDirection; if (rkBG.isAttrOn(v3NextPosition.x, -v3NextPosition.y, CTerrainImpl::ATTRIBUTE_BLOCK)) { BlockMovement(); return TRUE; } return FALSE; }
  12. Hi! How can I disable collision everywhere with players but enable it while in a duel? I have tried it myself in TestCollision but I can only disable the collision, while in duel I don't know how to enable it only while you are in duel.

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