Thread: What's the correct way to make attack only appear in wilderness?

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  1. #11  
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    Quote Originally Posted by Java` View Post
    Well its not how runescape does it, but if you have your own client do everything client sided thats possible.
    NO, that's completely WRONG, do as LITTLE as possible client sided.
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  2. #12  
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    lol unless your going to make it so its impossible for any other client to connect its not smart to do that much client sided, but little things isn't that bad as long as you have some protection.
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    Quote Originally Posted by Tyler View Post
    little things isn't that bad as long as you have some protection.
    That's what she said.

    Quote Originally Posted by Tyler View Post
    then put it in the walking packet?
    Yeah, put attackButton() wherever steps are processed. There'll still be a bit of processing but definitely not as much. Also if you are using actual wilderness you can use an extra check..
    Code:
    if(absY > 3500)
    attackButton();
    Don't really know where wild starts but 3500 is probably pretty close.
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    Silabgarza, is that the reason the falador massacre happened?
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    Quote Originally Posted by E N J O I View Post
    Silabgarza, is that the reason the falador massacre happened?
    The one silabgarza is talking about didnt let you attack people.

    However the falador massacre happened because some guy booted his hundreds of guests out of his house, which was a big strain for the server causing all the guests to still have the ability to attack players.
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  6. #16  
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    Quote Originally Posted by Illuminate View Post
    That's what she said.



    Yeah, put attackButton() wherever steps are processed. There'll still be a bit of processing but definitely not as much. Also if you are using actual wilderness you can use an extra check..
    Code:
    if(absY > 3500)
    attackButton();
    Don't really know where wild starts but 3500 is probably pretty close.
    Thats not the best either, this would make everything above that wilderness, which can cause adverse effects in places like the lake above Camelot, and many other places that are above that coord and are NOT in the wilderness. Its best to square it off.
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    just make it check if its in the wild\pits\where ever else you fight at.
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    Quote Originally Posted by bloodargon View Post
    Thats not the best either, this would make everything above that wilderness, which can cause adverse effects in places like the lake above Camelot, and many other places that are above that coord and are NOT in the wilderness. Its best to square it off.

    I don't recall saying it was the best?

    How would it cause "adverse effects"? An extra bit of processing? That's a hell of a lot better than processing in the whole map.

    I never said make everything above 3500 Y wilderness, I said check for wilderness above 3500 Y.
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    It could lag your walking then if you put it in the walking packet.
    Youd call that frame every time you take a step
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    Quote Originally Posted by HardStyle View Post
    It could lag your walking then if you put it in the walking packet.
    Youd call that frame every time you take a step
    It would already be called every 500 or so MS if it was in process??

    I don't understand what you guys are looking for.....it isn't going to get much more efficient than step-by-step processing in a certain area..
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