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HFWhite

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Posts posted by HFWhite

  1. 13 hours ago, CONTROL said:

    PythonPlayerInput.cpp

     

      Reveal hidden contents
    add on top:
    uint32_t m_TimeToClick = 0;
                                                              
    adjust:
    void CPythonPlayer::__OnClickGround(CInstanceBase& rkInstMain, const TPixelPosition& c_rkPPosPickedGround)
    {
    	if (m_TimeToClick >= timeGetTime())
    		return;
    
    	if (!__IsMovableGroundDistance(rkInstMain, c_rkPPosPickedGround)) {
    		m_TimeToClick = timeGetTime() + 1000; // Milliseconds To Click Again
    		return;
    	}
    
    	if (rkInstMain.NEW_MoveToDestPixelPositionDirection(c_rkPPosPickedGround))
    		__ShowPickedEffect(c_rkPPosPickedGround);
    }
    adjust:
    void CPythonPlayer::__OnPressGround(CInstanceBase& rkInstMain, const TPixelPosition& c_rkPPosPickedGround)
    {
    	if (m_TimeToClick >= timeGetTime())
    		return;
    
    	__ClearReservedAction();
    	__ClearAutoAttackTargetActorID();
    
    	if (NEW_CancelFishing())
    		return;
    
    	if (!__IsMovableGroundDistance(rkInstMain, c_rkPPosPickedGround)) {
    		m_TimeToClick = timeGetTime() + 1000; // Milliseconds To Click Again
    		return;
    	}
    
    	if (!rkInstMain.NEW_MoveToDestPixelPositionDirection(c_rkPPosPickedGround))
    	{
    		__ReserveClickGround(c_rkPPosPickedGround);
    		return;
    	}
    }

     

     

    this should fix the issue and ofc u can adjust the 1000 Milliseconds as u like : )

    GL

     

    only need to do the 

     

    void CPythonPlayer::__OnPressGround(CInstanceBase& rkInstMain, const TPixelPosition& c_rkPPosPickedGround)
    

    part 🙂

  2. 6 hours ago, CONTROL said:

    PythonPlayerInput.cpp

     

      Hide contents
    add on top:
    uint32_t m_TimeToClick = 0;
                                                              
    adjust:
    void CPythonPlayer::__OnClickGround(CInstanceBase& rkInstMain, const TPixelPosition& c_rkPPosPickedGround)
    {
    	if (m_TimeToClick >= timeGetTime())
    		return;
    
    	if (!__IsMovableGroundDistance(rkInstMain, c_rkPPosPickedGround)) {
    		m_TimeToClick = timeGetTime() + 1000; // Milliseconds To Click Again
    		return;
    	}
    
    	if (rkInstMain.NEW_MoveToDestPixelPositionDirection(c_rkPPosPickedGround))
    		__ShowPickedEffect(c_rkPPosPickedGround);
    }
    adjust:
    void CPythonPlayer::__OnPressGround(CInstanceBase& rkInstMain, const TPixelPosition& c_rkPPosPickedGround)
    {
    	if (m_TimeToClick >= timeGetTime())
    		return;
    
    	__ClearReservedAction();
    	__ClearAutoAttackTargetActorID();
    
    	if (NEW_CancelFishing())
    		return;
    
    	if (!__IsMovableGroundDistance(rkInstMain, c_rkPPosPickedGround)) {
    		m_TimeToClick = timeGetTime() + 1000; // Milliseconds To Click Again
    		return;
    	}
    
    	if (!rkInstMain.NEW_MoveToDestPixelPositionDirection(c_rkPPosPickedGround))
    	{
    		__ReserveClickGround(c_rkPPosPickedGround);
    		return;
    	}
    }

     

     

    this should fix the issue and ofc u can adjust the 1000 Milliseconds as u like : )

    GL

     

    This fixes it... but I don;t really like the fix.

    Isn;t there any fix without the time check?

  3. yes you can!
     

    // TUTORIAL FOR NAME CHANGE ABOVE PC

    In InstanceBaseEffect.cpp find:

    UINT CInstanceBase::GetNameColorIndex()

    below this:

            if (m_isKiller)
            {
                return NAMECOLOR_PK;
            }

    add:

    std::string stringMapName = CPythonBackground::Instance().GetWarpMapName();
    
    if (stringMapName == "season1/metin2_map_oxevent")
    
    {
    
    return NAMECOLOR_PK;
    
    }

    change NAMECOLOR_PK with other NAMECOLOR or make your own.

    import this at the top:

    #include "PythonBackground.h"

     

    // TUTORIAL FOR NAME COLOR IN CHAT:

    in input_main.cpp find:

    int CInputMain::Chat(LPCHARACTER ch, const char * data, size_t uiBytes)

    below find:

    len = snprintf(chatbuf, sizeof(chatbuf), "%s : %s", ch->GetName(), buf);

    (this line might be different if you have global chat/multi language or other systems, but it's pretty much the same principle)

     

    and modify the function like this:

    if (ch->GetMapIndex() == 113)
    
    {
    
    len = snprintf(chatbuf, sizeof(chatbuf), "|cFFffa200%s|h|r : %s", ch->GetName(), buf);
    
    }
    
    else
    
    {
    
    len = snprintf(chatbuf, sizeof(chatbuf), "%s : %s", ch->GetName(), buf);
    
    }

     

    now, config your line as you want:

    • |cFFffa200

    ffa200 --> change with another HEX Color from the internet. (Search for HEX color generator)

    • if (ch->GetMapIndex() == 113)

    113 --> change with your map index

     

    now you have to do the binary part so that the name above the character is the same.

    • Love 1
  4. 1 hour ago, Jimmermania said:

    Is there any fix for this ?

    Yes, I found a fix for this. Maybe I'll make a post here.

    What I did fixed the auto-attack/no fall sync bug, it updates the positions now correctly.

    No more player1 attacks player2 and player2 goes 10km away, but on player1 client he appears next to him.

     

    • Love 2
  5. 10 hours ago, r3verii2 said:

    there are missing mse file @chriss

     

    0515 08:20:36270 :: CEffectManager::RegisterEffect - LoadScript(d:/ymir work/effect/background/portal_morado.mse) Error
    0515 08:20:36270 :: CArea::SetEffect effect register error d:/ymir work/effect/background/portal_morado.mse
    
    0515 08:20:36357 :: CEffectManager::RegisterEffect - LoadScript(d:/ymir work/effect/background/portal_morado.mse) Error
    0515 08:20:36357 :: CArea::SetEffect effect register error d:/ymir work/effect/background/portal_morado.mse
    
    0515 08:20:36360 :: CEffectManager::RegisterEffect - LoadScript(d:/ymir work/effect/background/portal_morado.mse) Error
    0515 08:20:36360 :: CArea::SetEffect effect register error d:/ymir work/effect/background/portal_morado.mse
    
    0515 08:20:36460 :: CEffectManager::RegisterEffect - LoadScript(d:/ymir work/effect/background/escudo.mse) Error
    0515 08:20:36460 :: CArea::SetEffect effect register error d:/ymir work/effect/background/escudo.mse
    
    0515 08:20:36460 :: CEffectManager::RegisterEffect - LoadScript(d:/ymir work/effect/background/circulo.mse) Error
    0515 08:20:36460 :: CArea::SetEffect effect register error d:/ymir work/effect/background/circulo.mse

     

    Chriss is no longer with us 😞 Stay safe on the roads!

    • Sad 1
  6. 7 hours ago, Thrall said:

    When creating a party and i teleport to other core, the p2p comunication stops working and i have the same offline problem like other users

    Tried differend code changes but failed.

    If anyone know how to fix please let me know.

    yeah, unfortunately this release is bugged. same problem for me and other people.

  7. On 3/24/2024 at 1:29 AM, Thrall said:

    Works, thanks Mali!

    The only problem i found is as i am moving on the map, the minimap does not load the other chunk of minimap.dds from the map

    Screenshot-1.png

     

    I fixed it by adding

    #if defined(ENABLE_NIGHT_SNOW_ATLAS_MINIMAP)
    	CMapOutdoor& rkMap = rkBG.GetMapOutdoorRef();
    
    	const bool bIsNight = rkBG.GetDayMode() == CPythonBackground::DAY_MODE_DARK
    		&& rkBG.GetNightModeOption()
    		&& rkBG.IsBoomMap(rkBG.GetWarpMapName());
    
    	const bool bIsSnow = rkBG.GetXMasShowEvent()
    		&& rkBG.GetSnowTextureModeOption()
    		&& rkBG.IsSnowMap(rkBG.GetWarpMapName());
    
    	//Minimap
    	rkMap.ReloadMinimapTexture(bIsNight, bIsSnow);
    #endif

    in the void CPythonMiniMap::Update function

    where did you add it? For me it's not working.

    Does anyone have a fix for this?

     

     

    Works.

    • Metin2 Dev 1
  8. You can do it like that.

    Let's say you have a quest that starts with "when login or levelup with level >=35 and level <= 40" 

    The reason the quest does not disappear is that the state is initiated when you level up between 35 & 40

    Even after you get to level 50 let's say, you still have that state active.

    To delete a quest when your level is higher than 40, you need to call the COMPLETE state func.

    something like this:

    is pc.get_level >40 then

    Add here state quest completion funcs

    end

     

     

    • Good 1
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