u mean with runes? or skillshots? what u mean i think i got ur pointhave anyone else take into account that the damage that creatures/players are going to receive now will be bigger?
u mean with runes? or skillshots? what u mean i think i got ur pointhave anyone else take into account that the damage that creatures/players are going to receive now will be bigger?
any distance attack (that are able to reach target) since more players will be able to shot targetsu mean with runes? or skillshots? what u mean i think i got ur point
Instead of:Code://going further down else if (newPos.z > oldPos.z && newPos.z > 8 && newPos.z < 14) { int32_t skip = -1; GetFloorDescription(msg, oldPos.x - Map::maxClientViewportX, oldPos.y - Map::maxClientViewportY, newPos.z + 2, (Map::maxClientViewportX+1)*2, (Map::maxClientViewportX+1)*2, -3, skip);
Should not be:Code:... (Map::maxClientViewportX+1)*2, (Map::maxClientViewportX+1)*2, -3, skip);
Code:... (Map::maxClientViewportX+1)*2, (Map::maxClientViewportY+1)*2, -3, skip);
?
I get the next error many times when i try to compile TFS:
'AddByte' is not a member of 'NetworkMessage' ...
I did this tutorial like 4 times and same mistake...
This are the lines:
if (oldPos.y > newPos.y) { // north, for old x
msg.AddByte(0x65);
GetMapDescription(oldPos.x - Map::maxClientViewportX, newPos.y - Map::maxClientViewportY, newPos.z, (Map::maxClientViewportX+1)*2, 1, msg);
} else if (oldPos.y < newPos.y) { // south, for old x
msg.AddByte(0x67);
GetMapDescription(oldPos.x - Map::maxClientViewportX, newPos.y + (Map::maxClientViewportY+1), newPos.z, (Map::maxClientViewportX+1)*2, 1, msg);
}
if (oldPos.x < newPos.x) { // east, [with new y]
msg.AddByte(0x66);
GetMapDescription(newPos.x + (Map::maxClientViewportX+1), newPos.y - Map::maxClientViewportY, newPos.z, 1, (Map::maxClientViewportY+1)*2, msg);
} else if (oldPos.x > newPos.x) { // west, [with new y]
msg.AddByte(0x68);
GetMapDescription(newPos.x - Map::maxClientViewportX, newPos.y - Map::maxClientViewportY, newPos.z, 1, (Map::maxClientViewportY+1)*2, msg);
}
and
//moving up a floor up makes us out of sync
//west
msg.AddByte(0x68);
GetMapDescription(oldPos.x - Map::maxClientViewportX, oldPos.y - (Map::maxClientViewportY-1), newPos.z, 1, (Map::maxClientViewportY+1)*2, msg);
//north
msg.AddByte(0x65);
GetMapDescription(oldPos.x - Map::maxClientViewportX, oldPos.y - Map::maxClientViewportY, newPos.z, (Map::maxClientViewportX+1)*2, 1, msg);
Your client is losing localPlayer. You should redo the tutorial and be sure to don't miss steps.I have done everything in your tutorial but when I go to floor 2-0 I get all these errors.
http://hastebin.com/ecimegebul.pl
I have not missed something in the tutorialYour client is losing localPlayer. You should redo the tutorial and be sure to don't miss steps.
I have not missed something in the tutorial
Where should I look and what function? Have been looking now for a day but cant find the problem.
Everything works on the floor 6, 7, 8. but when I go further down or higher up, I get these errors. The screen freezes and every item is in the wrong places. I've looked through everything like, 10 times and I have not missed something in the tutorial.Well, I took like 3 months to solve a similar problem on my sources. But I'm not sure if we are getting the same trouble. Could ya be more specific when it happens?
Everything works on the floor 6, 7, 8. but when I go further down or higher up, I get these errors. The screen freezes and every item is in the wrong places. I've looked through everything like, 10 times and I have not missed something in the tutorial.
Its very usefull Flat, I'll give some hand here If I may help.Good to see people are actually using my tutorial
All right.. we need to know if server is sending a TP or calling function CreatureMoveUp and CreatureMoveDown, when he walks into a "floor changer". Add a std::cout << "warning" << std:endl; at sendCreatureMove, where those functions I told ya are being called. Then login in game and check at the console when the message appears. Can u do that?