2 Codes Needed

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juggalo2
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Post by juggalo2 »

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
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twistedrealm
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Post by twistedrealm »

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

Image


If i left somehting out or u need more help add my msn: hacker4shitzandgiggles@hotmail.com
or post here again
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juggalo2
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Post by juggalo2 »

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 :)
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snoopy81
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Post by snoopy81 »

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 !!!!
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twistedrealm
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Post by twistedrealm »

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 :P i have no idea... I just learned how to compile lol
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Dax
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Posts: 785
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Post by Dax »

(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>
asdfd
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Post by asdfd »

Code doesn't work :(
Calibula
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Post by Calibula »

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

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];
Well, change it for

Code: Select all

 char  * cp, cAttackerName[21], cData[120], KilledMessage1[45], KilledMessage2[45], KilledMessage3[45], KilledMessage4[45], KilledMessage5[45], KilledMessage6[45];
Some lines later ur are going to find

Code: Select all

 int   * ip, i, iExH;
Change it for

Code: Select all

 int   * ip, i, iExH, Killedi, KMRand;
Now, at the end of that code to find the end search

Code: Select all

// SendNotifyMsg(NULL, iClientH, DEF_NOTIFY_EXP, NULL, NULL, NULL, NULL);
Beforde the last

Code: Select all

}
Add This:

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);
      }
   }
}
Some Images:
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Dax
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Post by Dax »

asdfd wrote: Code doesn't work :(
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.

//----------------------------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>
asdfd
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Joined: Sat Nov 13, 2004 7:27 am

Post by asdfd »

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
Dax
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Posts: 785
Joined: Mon Apr 18, 2005 3:19 pm

Post by Dax »

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
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.

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>
kazoo
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Posts: 92
Joined: Thu Oct 28, 2004 11:19 pm

Post by kazoo »

Dax wrote:<3 Ice - for pioneering the EK Announcer.
Yes... <3 Ice :D -- all you other people taking credit for his work! God Damn Daves!

ps: daxation is a noobbbbbbbbbbbbbbbbbbb
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kahn
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Post by kahn »

like DangrusDave lol i not heard that name in long time haha
Cleroth
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Post by Cleroth »

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;
:ph34r:
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