2 Codes Needed
first code need is ek anouncer
second code needs is you kno how you can tp to dglv2 well i need to be abel to add like tp to arsden or middle land or highzones and shit
second code needs is you kno how you can tp to dglv2 well i need to be abel to add like tp to arsden or middle land or highzones and shit
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i know how to do TPs
inside ur elvine gameserver folder where ur hg server is located, there should be a MAPDATA Folder, inside that folder there will be like in elvines mapdata theres a gshop_2 which ='s the shop inside elvine town...
looks like this
[MAP-INFO]
map-location = elvine
initial-point = 1 51 41
//-Teleportation-Set----SX-----SY-----DestMapName---------DX-----DY----Dir---;
teleport-loc = 49 36 elvine 228 153 4
teleport-loc = 50 36 elvine 228 153 4
teleport-loc = 49 37 elvine 228 153 4
teleport-loc = 50 37 elvine 228 153 4
teleport-loc = 51 37 elvine 228 153 4
teleport-loc = 58 34 gshop_2 54 33 4
teleport-loc = 55 33 gshop_2 59 35 4
//-WayPoint-Set---------Num-----X-----Y----;
waypoint = 1 65 41
waypoint = 2 65 41
waypoint = 3 65 41
waypoint = 4 65 41
waypoint = 5 65 41
waypoint = 6 65 41
waypoint = 7 65 41
waypoint = 8 65 41
waypoint = 9 65 41
waypoint = 10 65 41
waypoint = 11 60 46
waypoint = 12 60 46
waypoint = 13 60 46
waypoint = 14 60 46
waypoint = 15 60 46
waypoint = 16 60 46
waypoint = 17 60 46
waypoint = 18 60 46
waypoint = 19 60 46
waypoint = 20 60 46
waypoint = 21 38 35
waypoint = 22 38 35
waypoint = 23 38 35
waypoint = 24 38 35
waypoint = 25 38 35
waypoint = 26 38 35
waypoint = 27 38 35
waypoint = 28 38 35
waypoint = 29 38 35
waypoint = 30 38 35
waypoint = 31 64 42
waypoint = 32 64 42
waypoint = 33 64 42
waypoint = 34 64 42
waypoint = 35 64 42
waypoint = 36 64 42
waypoint = 37 64 42
waypoint = 38 64 42
waypoint = 39 64 42
waypoint = 40 64 42
waypoint = 41 41 41
waypoint = 42 41 41
waypoint = 43 41 41
waypoint = 44 41 41
waypoint = 45 41 41
waypoint = 46 41 41
waypoint = 47 41 41
waypoint = 48 41 41
waypoint = 49 41 41
waypoint = 50 41 41
waypoint = 51 51 46
waypoint = 52 51 46
waypoint = 53 51 46
waypoint = 54 51 46
waypoint = 55 51 46
waypoint = 56 51 46
waypoint = 57 51 46
waypoint = 58 51 46
waypoint = 59 51 46
waypoint = 60 51 46
//-NPC-setting--------Name---------------MoveType----WaypointIndex(10)-------NamePrefix-------;
npc = ShopKeeper-W 2 1 2 3 4 5 6 7 8 9 10 1
npc = Kennedy 1 11 12 13 14 15 16 17 18 19 20 1
npc = Gandlf 2 21 22 23 24 25 26 27 28 29 30 1
npc = Gail 1 31 32 33 34 35 36 37 38 39 40 1
npc = William 1 41 42 43 44 45 46 47 48 49 50 1
npc = Tom 1 51 52 53 54 55 56 57 58 59 60 1
//-No-Attack-Area----------Num-----RECT-------------
no-attack-area = 1 -10 -10 -10 -10
fixed-dayornight-mode = 1
[END-MAP-INFO]
see the
teleport-loc = 55 33 gshop_2 59 35 4
thats for what i made
and if ur making a new teleport spot for where they will step on it on a map they will go to a differnt area... u must use a map editor and i suggest
<a href='http://koti.welho.com/ahoyden/download/ ... hSS.tk.zip' target='_blank'>Anmap 2</a>
Once you have that it should have directions how to use it in the readme.txt
and once u get anmap2 to work if u press M on ur keyboard there should be a blue box which means no move area on the map... if u right click its no box which means thay can move there and if u press M one more time it should be a red box that when characters walk on it... they will be teleports to which ever cords to the map u want
teleport-loc = 55<---this is a cord 33<---2nd cord gshop_2<---map u want to go to 59<---cord 35<---cord 4<---i duno XD just put 4 lol
these thing i call "cords" are at the bottom of ur screen below ur sp bar in the game

If i left somehting out or u need more help add my msn: hacker4shitzandgiggles@hotmail.com
or post here again
inside ur elvine gameserver folder where ur hg server is located, there should be a MAPDATA Folder, inside that folder there will be like in elvines mapdata theres a gshop_2 which ='s the shop inside elvine town...
looks like this
[MAP-INFO]
map-location = elvine
initial-point = 1 51 41
//-Teleportation-Set----SX-----SY-----DestMapName---------DX-----DY----Dir---;
teleport-loc = 49 36 elvine 228 153 4
teleport-loc = 50 36 elvine 228 153 4
teleport-loc = 49 37 elvine 228 153 4
teleport-loc = 50 37 elvine 228 153 4
teleport-loc = 51 37 elvine 228 153 4
teleport-loc = 58 34 gshop_2 54 33 4
teleport-loc = 55 33 gshop_2 59 35 4
//-WayPoint-Set---------Num-----X-----Y----;
waypoint = 1 65 41
waypoint = 2 65 41
waypoint = 3 65 41
waypoint = 4 65 41
waypoint = 5 65 41
waypoint = 6 65 41
waypoint = 7 65 41
waypoint = 8 65 41
waypoint = 9 65 41
waypoint = 10 65 41
waypoint = 11 60 46
waypoint = 12 60 46
waypoint = 13 60 46
waypoint = 14 60 46
waypoint = 15 60 46
waypoint = 16 60 46
waypoint = 17 60 46
waypoint = 18 60 46
waypoint = 19 60 46
waypoint = 20 60 46
waypoint = 21 38 35
waypoint = 22 38 35
waypoint = 23 38 35
waypoint = 24 38 35
waypoint = 25 38 35
waypoint = 26 38 35
waypoint = 27 38 35
waypoint = 28 38 35
waypoint = 29 38 35
waypoint = 30 38 35
waypoint = 31 64 42
waypoint = 32 64 42
waypoint = 33 64 42
waypoint = 34 64 42
waypoint = 35 64 42
waypoint = 36 64 42
waypoint = 37 64 42
waypoint = 38 64 42
waypoint = 39 64 42
waypoint = 40 64 42
waypoint = 41 41 41
waypoint = 42 41 41
waypoint = 43 41 41
waypoint = 44 41 41
waypoint = 45 41 41
waypoint = 46 41 41
waypoint = 47 41 41
waypoint = 48 41 41
waypoint = 49 41 41
waypoint = 50 41 41
waypoint = 51 51 46
waypoint = 52 51 46
waypoint = 53 51 46
waypoint = 54 51 46
waypoint = 55 51 46
waypoint = 56 51 46
waypoint = 57 51 46
waypoint = 58 51 46
waypoint = 59 51 46
waypoint = 60 51 46
//-NPC-setting--------Name---------------MoveType----WaypointIndex(10)-------NamePrefix-------;
npc = ShopKeeper-W 2 1 2 3 4 5 6 7 8 9 10 1
npc = Kennedy 1 11 12 13 14 15 16 17 18 19 20 1
npc = Gandlf 2 21 22 23 24 25 26 27 28 29 30 1
npc = Gail 1 31 32 33 34 35 36 37 38 39 40 1
npc = William 1 41 42 43 44 45 46 47 48 49 50 1
npc = Tom 1 51 52 53 54 55 56 57 58 59 60 1
//-No-Attack-Area----------Num-----RECT-------------
no-attack-area = 1 -10 -10 -10 -10
fixed-dayornight-mode = 1
[END-MAP-INFO]
see the
teleport-loc = 55 33 gshop_2 59 35 4
thats for what i made
and if ur making a new teleport spot for where they will step on it on a map they will go to a differnt area... u must use a map editor and i suggest
<a href='http://koti.welho.com/ahoyden/download/ ... hSS.tk.zip' target='_blank'>Anmap 2</a>
Once you have that it should have directions how to use it in the readme.txt
and once u get anmap2 to work if u press M on ur keyboard there should be a blue box which means no move area on the map... if u right click its no box which means thay can move there and if u press M one more time it should be a red box that when characters walk on it... they will be teleports to which ever cords to the map u want
teleport-loc = 55<---this is a cord 33<---2nd cord gshop_2<---map u want to go to 59<---cord 35<---cord 4<---i duno XD just put 4 lol
these thing i call "cords" are at the bottom of ur screen below ur sp bar in the game

If i left somehting out or u need more help add my msn: hacker4shitzandgiggles@hotmail.com
or post here again
<img src='http://www.stickdeath.com/blair.gif' border='0' alt='user posted image' /><a href='http://www.stickdeath.com/blair.gif' target='_blank'>stickdeath</a>
lol my made i send it wroung i know how to do all tahst i ment as in the sources for the cityhall dude you kno how you cna tp to dvl2 and thats not even sources source why posted

<img src='http://lifeplaysu420.com/unknow/nightsign.png' border='0' alt='user posted image' /><br>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~<br>Wanna make money for surfing the net sing up at <br><a href='http://www.cashfiesta.com/php/join.php? ... yprivitera' target='_blank'>cash fiesta</a><br>its all free hey why ntot make money while fucking around on the computer<br><br><br>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CH guy TP to dglv2 is included in HBx224b sources... (just missing gold cost, easy to code that)
Ch guy (Gail) TP is a bit more trickky to code, but just look into HBx224b sources you'll find how to do it !!!!
Ch guy (Gail) TP is a bit more trickky to code, but just look into HBx224b sources you'll find how to do it !!!!
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maby if you find where he tps to D2 or whatever and u copy... could you just change name and it would work... you could try that
i have no idea... I just learned how to compile lol

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(Quick piece of crap and untested) My EK announcer code:
Code: Select all
//----------------------------EK Announcer-------------------------
//---- Function: CGame::ClientKilledHandler ----
//---- Description: Announces a message to alert all connected ----
//---- clients an EK has taken place ----
//---- Version: HBX 2.03 Build ----
//---- Date: November 07 2005 ----
//---- By: Daxation ----
//---- Notes: Add char cEKMsg[1000] ----
//-----------------------------------------------------------------
ZeroMemory(cEKMsg, sizeof(cEKMsg));
// Multiple EK Messages
// Note - Remove section '01' and replace with alternative code for a single message
// Alternative code: wsprintf(cEKMsg, "%s killed %s", cAttackerName, m_pClientList[iClientH]->m_cCharName);
// 01
switch (iDice(1,3))
// You can add extra messages by creating a new case.
// Remember to increase iDice
{
case 1: // To reverse the order the names appear in the message reverse the last 2 parameters
wsprintf(cEKMsg, "%s killed %s message 1", cAttackerName, m_pClientList[iClientH]->m_cCharName);
break;
case 2:
wsprintf(cEKMsg, "%s killed %s message 2", cAttackerName, m_pClientList[iClientH]->m_cCharName);
break;
case 3:
wsprintf(cEKMsg, "%s killed %s message 2", cAttackerName, m_pClientList[iClientH]->m_cCharName);
break;
default:
wsprintf(cEKMsg, "%s killed %s message 3", cAttackerName, m_pClientList[iClientH]->m_cCharName);
break;
}
// 01
for (i = 1; i < DEF_MAXCLIENTS; i++) // Check all clients
{
if ((m_pClientList[i] != NULL)) // Check if client is avtice
{
SendNotifyMsg(NULL, i, DEF_NOTIFY_NOTICEMSG, NULL, NULL, NULL, cEKMsg); // Send message to client
// Log EK
wsprintf(G_cTxt, "%s killed %s", cAttackerName, m_pClientList[iClientH]->m_cCharName); // Log message
PutLogFileList(G_cTxt); // Enter into logs
}
}
//-----------------------------------------------------------------
//---- End EK Announcer Code ----
//-----------------------------------------------------------------
Reppin' 127.0.0.1!!!<br><br><img src='http://img502.imageshack.us/img502/1348/sig4daxbn2.jpg' border='0' alt='user posted image' /><br><br>I contend that we are both atheists. I just believe in one fewer god than you do. <br>When you understand why you dismiss all the other possible gods, you will <br>understand why I dismiss yours.<br>~ <b>Stephen Roberts</b>
EK Announcer
Guide created By locobans and traduced by Calibula
This code was created by Slipknight
Go to ur game.cpp and search for this
There is a line that says
Well, change it for
Some lines later ur are going to find
Change it for
Now, at the end of that code to find the end search
Beforde the last
Add This:
Some Images:



Guide created By locobans and traduced by Calibula
This code was created by Slipknight
Go to ur game.cpp and search for this
Code: Select all
void CGame::ClientKilledHandler(int iClientH, int iAttackerH, char cAttackerType, short sDamage)
There is a line that says
Code: Select all
char * cp, cAttackerName[21], cData[120];
Code: Select all
char * cp, cAttackerName[21], cData[120], KilledMessage1[45], KilledMessage2[45], KilledMessage3[45], KilledMessage4[45], KilledMessage5[45], KilledMessage6[45];
Code: Select all
int * ip, i, iExH;
Code: Select all
int * ip, i, iExH, Killedi, KMRand;
Code: Select all
// SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_EXP, NULL, NULL, NULL, NULL);
Code: Select all
}
Code: Select all
//Player Kill Notice - (C)copyrights to XTra KrazzY 2005+ | All rights reserved.
memcpy(KilledMessage1, cAttackerName, strlen(cAttackerName));
strcat(KilledMessage1, " whooped ");
strcat(KilledMessage1, m_pClientList[iClientH]->m_cCharName);
strcat(KilledMessage1, "'s ass!");
memcpy(KilledMessage2, cAttackerName, strlen(cAttackerName));
strcat(KilledMessage2, " smashed ");
strcat(KilledMessage2, m_pClientList[iClientH]->m_cCharName);
strcat(KilledMessage2, "'s face into the ground!");
memcpy(KilledMessage3, m_pClientList[iClientH]->m_cCharName, strlen(m_pClientList[iClientH]->m_cCharName));
strcat(KilledMessage3, " was sliced to pieces by ");
strcat(KilledMessage3, cAttackerName);
memcpy(KilledMessage4, m_pClientList[iClientH]->m_cCharName, strlen(m_pClientList[iClientH]->m_cCharName));
strcat(KilledMessage4, " says LAG LAG!! but gets PWNED by ");
strcat(KilledMessage4, cAttackerName);
memcpy(KilledMessage5, cAttackerName, strlen(cAttackerName));
strcat(KilledMessage5, " sent ");
strcat(KilledMessage5, m_pClientList[iClientH]->m_cCharName);
strcat(KilledMessage5, " off too pie heaven! ");
memcpy(KilledMessage6, cAttackerName, strlen(cAttackerName));
strcat(KilledMessage6, " got beat by ");
strcat(KilledMessage6, m_pClientList[iClientH]->m_cCharName);
strcat(KilledMessage6, "'s ugly stick!");
for (Killedi = 1; Killedi < DEF_MAXCLIENTS; Killedi++){
if ((m_pClientList[Killedi] != NULL)) {
KMRand = rand()%6;
if (KMRand == 0)
{
SendNotifyMsg(NULL, Killedi, DEF_NOTIFY_NOTICEMSG, NULL, NULL, NULL, KilledMessage1);
}
if (KMRand == 1)
{
SendNotifyMsg(NULL, Killedi, DEF_NOTIFY_NOTICEMSG, NULL, NULL, NULL, KilledMessage2);
}
if (KMRand == 2)
{
SendNotifyMsg(NULL, Killedi, DEF_NOTIFY_NOTICEMSG, NULL, NULL, NULL, KilledMessage3);
}
if (KMRand == 3)
{
SendNotifyMsg(NULL, Killedi, DEF_NOTIFY_NOTICEMSG, NULL, NULL, NULL, KilledMessage4);
}
if (KMRand == 4)
{
SendNotifyMsg(NULL, Killedi, DEF_NOTIFY_NOTICEMSG, NULL, NULL, NULL, KilledMessage5);
}
if (KMRand == 5)
{
SendNotifyMsg(NULL, Killedi, DEF_NOTIFY_NOTICEMSG, NULL, NULL, NULL, KilledMessage6);
}
wsprintf(G_cTxt, "%s killed %s", cAttackerName, m_pClientList[iClientH]->m_cCharName);
PutLogFileList(G_cTxt);
}
}
}




Add the code to the end of CGame::ClientKilledHandler and define cEKMsg[1000] in the same function. My code wont spit out random characters in the messages like the other one does.asdfd wrote: Code doesn't work![]()
//----------------------------EK Announcer-------------------------
//---- Function: CGame::ClientKilledHandler ----
//---- Description: Announces a message to alert all connected ----
//---- clients an EK has taken place ----
//---- Version: HBX 2.03 Build ----
//---- Date: November 07 2005 ----
//---- By: Daxation ----
//---- Notes: Add char cEKMsg[1000] ----
//-----------------------------------------------------------------
Reppin' 127.0.0.1!!!<br><br><img src='http://img502.imageshack.us/img502/1348/sig4daxbn2.jpg' border='0' alt='user posted image' /><br><br>I contend that we are both atheists. I just believe in one fewer god than you do. <br>When you understand why you dismiss all the other possible gods, you will <br>understand why I dismiss yours.<br>~ <b>Stephen Roberts</b>
Yeah thats a point i been getting at since the start. There's no point adding excessive ammounts of code in if it does the same job. Like in XK's code he uses about 4 vars where he only needs 1, etcetera.asdfd wrote: I don't think it'd be very hard to fix that other code, it's just with certain messages code. But yours is alot neater and simpler, so i'll use that. Thanks
EDIT:
Even though Ice-T's variation of the EK Announcer is massive it's well worth the extra code for the functions it offers.
<3 Ice - for pioneering the EK Announcer.
Reppin' 127.0.0.1!!!<br><br><img src='http://img502.imageshack.us/img502/1348/sig4daxbn2.jpg' border='0' alt='user posted image' /><br><br>I contend that we are both atheists. I just believe in one fewer god than you do. <br>When you understand why you dismiss all the other possible gods, you will <br>understand why I dismiss yours.<br>~ <b>Stephen Roberts</b>
Yes... <3 IceDax wrote:<3 Ice - for pioneering the EK Announcer.

ps: daxation is a noobbbbbbbbbbbbbbbbbbb
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:ph34r:Dax wrote:case 2:
wsprintf(cEKMsg, "%s killed %s message 2", cAttackerName, m_pClientList[iClientH]->m_cCharName);
break;
case 3:
wsprintf(cEKMsg, "%s killed %s message 2", cAttackerName, m_pClientList[iClientH]->m_cCharName);
break;
<img src='http://ic1.deviantart.com/fs11/i/2006/1 ... leroth.gif' border='0' alt='user posted image' />