Thread: All castlewars object besides tables! Omg! Release!

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  1. #1 All castlewars object besides tables! Omg! Release! 
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    title says it all. and no, theres not a shorter way to do this..... since most of the stairs + ladders + doors at cw have the same id's..... so here y0 g0....

    Code:
    	if (objectID == 4419 && objectY == 3074 && objectX == 2417) { //stairs
    	    if (absX == 2417 && absY == 3077) {
    	  teleportToX = 2416;
    	  teleportToY = 3074;
    	}
    	    else if (absX == 2416 && absY == 3074 || absX == 2416 && absY == 3075) {//stairs
    	  teleportToX = 2417;
    	  teleportToY = 3077;
    	  heightLevel = 0;	
    		}
    	} 
    
    	if (objectID == 4417 && objectY == 3078 && objectX == 2419) { ////stairs
    	    if (absX == 2419 && absY == 3077) { //lower level
    	  teleportToX = 2420;
    	  teleportToY = 3080;
    	  heightLevel = 1;
    		}
    	}
    
    	if (objectID == 4417 && objectX == 2428 && objectY == 3081) { //stairs
    	    if (absX == 2427 && absY == 3081) { //lower level
    	  teleportToX = 2430;
    	  teleportToY = 3080;
    	  heightLevel = 2;
    		}
    	}
    
    	if (objectID == 4417 && objectX == 2425 && objectY == 3074) { //stairs
    	    if (absX == 2425 && absY == 3077) { //lower level
    	  teleportToX = 2426;
    	  teleportToY = 3074;
    	  heightLevel = 3;
    		}
    	}
    
    	if (objectID == 4415 && objectX == 2419 && objectY == 3080) { ////stairs
    	    if (absX == 2420 && absY == 3080) {
    	  teleportToX = 2419;
    	  teleportToY = 3077;
    	  heightLevel = 0;	
    		}
    	}
    	  
    	if (objectID == 4415 && objectX == 2430 && objectY == 3081) {//stairs
    	    if (absX == 2430 && absY == 3080) {
    	  teleportToX = 2427;
    	  teleportToY = 3081;
    	  heightLevel = 1;	
    		}
    	}
    
    	if (objectID == 4415 && objectX == 2425 && objectY == 3074) {//stairs
    	    if (absX == 2426 && absY == 3074) {
    	  teleportToX = 2425;
    	  teleportToY = 3077;
    	  heightLevel = 2;	
    		}
    	}
    
    	if (objectID == 4471 && objectX == 2429 && objectY == 3074) {//trapdoor going to heal room
    	  if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
    	     (GoodDistance(objectX, objectY, absX, absY, 2) == true ||
    	     (GoodDistance(objectX, objectY, absX, absY, 3) == true))) {
    	  teleportToX = 2429;
    	  teleportToY = 3075;
    	  heightLevel = 1;	
    		}
    	}
    
    	if (objectID == 4469 && objectX == 2422 && objectY == 3076) { //heal room door
    	 if (absX == 2422 && absY == 3076) {
    	  teleportToX = 2423;
    	  teleportToY = 3076;
    	  heightLevel = 1;	
    		}
    	}
    
    	if (objectID == 4469 && objectX == 2422 && objectY == 3076) {//heal room door
    	 if (absX == 2423 && absY == 3076) {
    	  teleportToX = 2422;
    	  teleportToY = 3076;
    	  heightLevel = 1;	
    		}
    	}
    
    	if (objectID == 4469 && objectX == 2426 && objectY == 3081) {//heal room door
    	 if (absX == 2426 && absY == 3081) {
    	  teleportToX = 2426;
    	  teleportToY = 3080;
    	  heightLevel = 1;	
    		}
    	}
    
    	if (objectID == 4469 && objectX == 2426 && objectY == 3081) {//heal room door
    	 if (absX == 2426 && absY == 3080) {
    	  teleportToX = 2426;
    	  teleportToY = 3081;
    	  heightLevel = 1;	
    		}
    	}
    
    	if (objectID == 6280 && objectX == 2429 && objectY == 3074) {//heal room ladder
    	  if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
    	     (GoodDistance(objectX, objectY, absX, absY, 2) == true)) {
    	  teleportToX = 2429;
    	  teleportToY = 3075;
    	  heightLevel = 2;	
    		}
    	}
    	
    	if (objectID == 4911 && objectX == 2421 && objectY == 3073) { //ldder outside heal room
    	  if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
    	     (GoodDistance(objectX, objectY, absX, absY, 2) == true)) {
    	  teleportToX = 2421;
    	  teleportToY = 3074;
    	  heightLevel = 0;	
    		}
    	}
    	
    	if (objectID == 4912 && objectX == 2430 && objectY == 3082) { //ldder going underground
    	  if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
    	     (GoodDistance(objectX, objectY, absX, absY, 2) == true)) {
    	  teleportToX = 2430;
    	  teleportToY = 9483;
    	  heightLevel = 0;	
    		}
    	}
    
    	if (objectID == 1757 && objectX == 2430 && objectY == 9482) { //ldder underground going up
    	  if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
    	     (GoodDistance(objectX, objectY, absX, absY, 2) == true)) {
    	  teleportToX = 2430;
    	  teleportToY = 9483;
    	  heightLevel = 0;	
    		}
    	} 
    
    	if (objectID == 4406 && objectX == 2430 && objectY == 3072) {//portal to forfit
    	  if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
    	     (GoodDistance(objectX, objectY, absX, absY, 2) == true ||
    	     (GoodDistance(objectX, objectY, absX, absY, 3) == true))) {
    	leaveSaraTeamCw();
    		}
    	} 
    
    	if (objectID == 4420 && objectY == 3131 && objectX == 2382) { //stairs
    	    if (absX == 2382 && absY == 3130) {
    	  teleportToX = 2383;
    	  teleportToY = 3133;
    	  heightLevel = 0;
    		}
    	else if (absX == 2383 && absY == 3313) {
    	  teleportToX = 2382;
    	  teleportToY = 3130;
    	  heightLevel = 0;	
    		}
    	}
    
    	if (objectID == 4418 && objectY == 3127 && objectX == 2380) { ////stairs
    	    if (absX == 2380 && absY == 3130) { //lower level
    	  teleportToX = 2379;
    	  teleportToY = 3127;
    	  heightLevel = 1;
    		}
    	}
    
    	if (objectID == 4415 && objectX == 2380 && objectY == 3127) { //stairs
    	    if (absX == 2379 && absY == 3127) { //lower level
    	  teleportToX = 2380;
    	  teleportToY = 3130;
    	  heightLevel = 0;
    		}
    	}
    
    	if (objectID == 4418 && objectX == 2369 && objectY == 3126) { //stairs
    	    if (absX == 2372 && absY == 3126) { //lower level
    	  teleportToX = 2369;
    	  teleportToY = 3127;
    	  heightLevel = 2;
    		}
    	}
    
    	if (objectID == 4415 && objectX == 2369 && objectY == 3126) { ////stairs
    	    if (absX == 2369 && absY == 3127) {
    	  teleportToX = 2372;
    	  teleportToY = 3126;
    	  heightLevel = 1;	
    		}
    	}
    	  
    	if (objectID == 4418 && objectX == 2374 && objectY == 3131) {//stairs
    	    if (absX == 2374 && absY == 3130) {
    	  teleportToX = 2373;
    	  teleportToY = 3133;
    	  heightLevel = 3;	
    		}
    	}
    
    	if (objectID == 4415 && objectX == 2374 && objectY == 3133) {//stairs
    	    if (absX == 2373 && absY == 3133) {
    	  teleportToX = 2374;
    	  teleportToY = 3130;
    	  heightLevel = 2;	
    		}
    	}
    
    	if (objectID == 4472 && objectX == 2370 && objectY == 3133) {//trapdoor going to heal room
    	  if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
    	     (GoodDistance(objectX, objectY, absX, absY, 2) == true ||
    	     (GoodDistance(objectX, objectY, absX, absY, 3) == true))) {
    	  teleportToX = 2370;
    	  teleportToY = 3134;
    	  heightLevel = 1;	
    		}
    	}
    
    	if (objectID == 4470 && objectX == 2373 && objectY == 3126) { //heal room door
    	 if (absX == 2373 && absY == 3126) {
    	  teleportToX = 2373;
    	  teleportToY = 3127;
    	  heightLevel = 1;	
    		}
    	}
    
    	if (objectID == 4470 && objectX == 2377 && objectY == 3131) {//heal room door
    	 if (absX == 2376 && absY == 3131) {
    	  teleportToX = 2377;
    	  teleportToY = 3131;
    	  heightLevel = 1;	
    		}
    	}
    
    	if (objectID == 4470 && objectX == 2373 && objectY == 3126) {//heal room door
    	 if (absX == 2373 && absY == 3127) {
    	  teleportToX = 2373;
    	  teleportToY = 3126;
    	  heightLevel = 1;	
    		}
    	}
    
    	if (objectID == 4470 && objectX == 2377 && objectY == 3131) {//heal room door
    	 if (absX == 2377 && absY == 3131) {
    	  teleportToX = 2376;
    	  teleportToY = 3131;
    	  heightLevel = 1;	
    		}
    	}
    
    	if (objectID == 6281 && objectX == 2370 && objectY == 3133) {//heal room ladder
    	  if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
    	     (GoodDistance(objectX, objectY, absX, absY, 2) == true)) {
    	  teleportToX = 2370;
    	  teleportToY = 3132;
    	  heightLevel = 2;	
    		}
    	}
    
    	if (objectID == 4911 && objectX == 2378 && objectY == 3134) { //ldder outside heal room
    	  if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
    	     (GoodDistance(objectX, objectY, absX, absY, 2) == true)) {
    	  teleportToX = 2378;
    	  teleportToY = 3133;
    	  heightLevel = 0;	
    		}
    	}
    
    	if (objectID == 4912 && objectX == 2369 && objectY == 3125) { //ldder going underground
    	  if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
    	     (GoodDistance(objectX, objectY, absX, absY, 2) == true)) {
    	  teleportToX = 2369;
    	  teleportToY = 9525;
    	  heightLevel = 0;	
    		}
    	} 
    
    	if (objectID == 1757 && objectX == 2369 && objectY == 9525) { //ldder underground going up
    	  if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
    	     (GoodDistance(objectX, objectY, absX, absY, 2) == true)) {
    	  teleportToX = 2369;
    	  teleportToY = 3126;
    	  heightLevel = 0;	
    		}
    	}
    
    	if (objectID == 1757 && objectX == 2430 && objectY == 9482) { //ldder underground going up
    	  if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
    	     (GoodDistance(objectX, objectY, absX, absY, 2) == true)) {
    	  teleportToX = 2430;
    	  teleportToY = 3081;
    	  heightLevel = 0;	
    		}
    	}
    
    	if (objectID == 1757 && objectX == 2400 && objectY == 9508) { //north underground ladder up
    	  if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
    	     (GoodDistance(objectX, objectY, absX, absY, 2) == true)) {
    	  teleportToX = 2400;
    	  teleportToY = 3107;
    	  heightLevel = 0;	
    		}
    	}
    
    	if (objectID == 1757 && objectX == 2399 && objectY == 9499) { //south underground ladder up
    	  if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
    	     (GoodDistance(objectX, objectY, absX, absY, 2) == true)) {
    	  teleportToX = 2399;
    	  teleportToY = 3100;
    	  heightLevel = 0;	
    		}
    	}
    	
    	if (objectID == 4912 && objectX == 2430 && objectY == 3082) { //south underground ladder up
    	  if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
    	     (GoodDistance(objectX, objectY, absX, absY, 2) == true)) {
    	  teleportToX = 9481;
    	  teleportToY = 2430;
    	  heightLevel = 0;	
    		}
    	} 
    
    	if (objectID == 4407 && objectX == 2368 && objectY == 3134) {//portal to forfit
    	  if (GoodDistance(objectX, objectY, absX, absY, 1) == true ||
    	     (GoodDistance(objectX, objectY, absX, absY, 2) == true ||
    	     (GoodDistance(objectX, objectY, absX, absY, 3) == true))) {
    	leaveZammyTeamCw();
    		}
    	}
    ill post back with tables, and doors later.

    EDIT: make your own voids. im not providing them.
    Last edited by Colby; 10-09-2008 at 03:31 AM. Reason: Double posting is not allowed!
     

  2. #2  
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    just a sad attempt to get rep :\ you fail
     

  3. #3  
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    Tasty Noob's Avatar
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    Shut up goodboi,.
    '

    This is a pain in the ASS to make. (These lists with coords)

    I made one back during mythscape in like 2005, and it took me like an hour to get all the coords.


    rep+

    Rep- for goodboi for spamming the thread.

     

  4. #4  
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    Shamon King's Avatar
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    you are so wrong
    there is much much shorter ways to do this
     

  5. #5  
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    there is no shorter way to do this. if you havent done it before, dont argue. ALL THE OBJECTS OF THE SAME KIND HAVE THE SAME ID! i tried doing it with just absx or just objectx and it dosent work.

    and jftr, i made this for MY server not yours. im releasing it to be kind. so dont start **** about how it could have been done easier. if it could have, then do it and post it. otherwise, shut the FUC|{ up..
    Last edited by Colby; 10-09-2008 at 04:12 AM. Reason: Double posting is not allowed!
     

  6. #6  
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    Code:
    If (objectID = 1000) {
    if (objectX = 5) {
    noob
    }
    else if (objectX = 6) {
    lol
    }
    }
    kthxbai
     

  7. #7  
    Shelton
    Guest
    Code:
    switch(objectID) {
    case 4417:
        THIS IS WHERE YOU CHECK COORDS
        DO STUFF
        break;
    }
    If you do that, then you won't need if(objectID == 4417
     

  8. #8  
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    you guys are so fucking retarded, some makes something, to the best of their ability, not knowing any other ways, its not bad work cause it actually works but what do you guys do? Fucking Flame him fucking flametards
     

  9. #9  
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    umm. you know for your imformation, that causes lagg when the object is clicked. i pourposely took mine out.... and lol? thats not the fucking hard part dumbass. i just c & p that.. i have to get all the player and object coords. wow you guys really fucked yourself hard in the ass to think that would have saved much time lol?
    EDIT: there would have had to been MORE code to type all the "break;"'s
     

  10. #10  
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    The method I posted is smaller, more efficient, not laggy.
     

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