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Syntum

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  1. Thank you for your reply, but I'm not trying to change the backend. My end goal is to not render the monsters that have already died, but firstly I would like to have a list of the dead monsters, because they are still present in m_kAliveInstMap and I have no way to filter it out. Is there any way at all? (Client side)
  2. I'm trying to figure out in the client source what is responsible for the monster death state. What I mean by that is BOOL CActorInstance::IsDead() returns false for monsters when they are alive and when they die as well. For player and metin stones it always returns true. I would like to differentiate dead monsters from alive ones. But when a monster dies their body is left behind so the instance is not getting destroyed from memory so it's still alive, but obviously it is no longer alive. I've tried to mess around with the above mentioned method and also with the one that takes VID as parameter. Is there any way to get the monsters vid/instance that are in the "death state"?
  3. Sorry for not replying for quite some time, but we've just had a release at work so I was tied up in that project, but I had a little bit of time to overview the architecture and I think I got a hang on it now. I only have two more questions, I've seen that CActorInstance holds the methods for collision detection, but haven't really dug deep into it. Do you know which method is responsible for detecting if the player hit an obstacle? And the other question is that I see that servers use HackShield and CShield, but I haven't found any website for them. Do you know how's responsible for selling it? Thank you very much for taking the time replying!
  4. Thank you for your quick reply! If I may I'd like to dig a little deeper. Am I correct to assume that some of the player's CActorInstance's variables are not changing during the gameplay? What I mean by that is, for example the vID value doesn't change, only when a new map is loaded or something significant is changing, right? Also CPythonCharacterManager is responsible for all the entities, so it creates the CInstanceBase for every entity, right?
  5. Hey guys! So I'm trying to understand the architecture of the game, so I can start developing, but something don't add up to me. So I found out that there is PythonPlayer class that inherits from the AbstractPlayer class. It has some important features but not all of them. It's also a Singleton, so only one object is present in the game at a time. But there is also a CInstanceBase and CActorInstance which possess some key features for the player. So I'm guessing that the PythonPlayer class has every feature that is only relevant to the player, CInstanceBase is something like a manager of CActorInstance class. Are monsters also of the type CActorInstance? So my question is the following. Is there an architectural overview somewhere of the game or can I talk to somebody about how the classes connect to each other?
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