*bump*
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Hey, i am currently working on expanding hunter A LOT...
i now have box traps, implings, snares, butterflies, and dead fall traps working perfectly....
the only problem is that with the dead fall traps, here is an example:
OK, you set your dead fall trap. you catch an npc. Someone else comes along, and steals your loot. You then proceed to hang yourself with an Ethernet chord.
So i need a way to have it recognize that a specific trap belongs to a specific person.....
any ideas?
Not 100% sure how objects work but can't you make objects only spawn for certain people?
That method only spawns objects for me, no one else can see them. You probs already have it in your client.public void object(int objectId, int objectX, int objectY, int face, int objectType) {
if(c.getOutStream() != null && c != null) {
c.getOutStream().createFrame(85);
c.getOutStream().writeByteC(objectY - (c.getMapRegionY() * 8));
c.getOutStream().writeByteC(objectX - (c.getMapRegionX() * 8));
c.getOutStream().createFrame(101);
c.getOutStream().writeByteC((objectType<<2) + (face&3));
c.getOutStream().writeByte(0);
if (objectId != -1) { // removing
c.getOutStream().createFrame(151);
c.getOutStream().writeByteS(0);
c.getOutStream().writeWordBigEndian(objectId);
c.getOutStream().writeByteS((objectType<<2) + (face&3));
}
c.flushOutStream();
}
}
I might do that, i was aware of that... I was thinking that i could make it so that when you set the trap it initialized a trapId variable, then in the actionHandler i would have it check the variable, and if it isnt equal to that variable, it returns the message "This is not your trap!" or somthing like that then when you dismantle or loot the trap it sets the variable back to 0
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