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Neverlookbackgrg

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  1. So today a lot of my members when the click login in the gameserver it says that there account has been accepted but they can't pass though to character selection and i can't kick them cause they are not in game any help on that?
  2. ean thes na vohthisis pantos esto kai ligo stile m to skype s na helparis xriazomai help stous kodikes
  3. opos s eipa to pack dn einia diko m ena paidi mou to edose einai tou jextreme auto pou m egrapses ti einai prepei na to valo kapou?
  4. kai uparxi kai ena akoma bug otan kapios paei na mpei uparxi periptosi na min ton afisi kai na tou petaksi minima account already in use. Eno dn einai mesa ston server.kai h gameserver console leei oti exei gini accept to login kai apla dn mporei na mpei meta o xristis mexri na gini restart o server.Exeis kamia idea?
  5. public void createPartyOfTeam(int teamId) { int count = 0; L2Party party = null; FastList<L2PcInstance> list = new FastList(); for (L2PcInstance p : this.players.keySet()) { if (getTeam(p) == teamId) { list.add(p); } } for (L2PcInstance player : list) { if ((count % 9 == 0) && (list.size() - count != 1)) { party = new L2Party(player, 1); } if (count % 9 < 9) { player.joinParty(party); } count++; } } public void divideIntoTeams(int number) { int i = 0; while (EventManager.getInstance().players.size() != 0) { i++; L2PcInstance player = (L2PcInstance)EventManager.getInstance().players.get(Rnd.get(EventManager.getInstance().players.size())); if ((player.getClassId().getId() != 16) && (player.getClassId().getId() != 97)) { this.players.put(player, new int[] { i, 0, 0 }); EventManager.getInstance().players.remove(player); if (i == number) { i = 0; } } } i = getPlayersOfTeam(1).size() > getPlayersOfTeam(2).size() ? 1 : 0; while (EventManager.getInstance().players.size() != 0) { i++; L2PcInstance player = (L2PcInstance)EventManager.getInstance().players.get(Rnd.get(EventManager.getInstance().players.size())); this.players.put(player, new int[] { i, 0, 0 }); EventManager.getInstance().players.remove(player); if (i == number) { i = 0; } } } public void forceSitAll() { for (L2PcInstance player : this.players.keySet()) { player.abortAttack(); player.abortCast(); player.setIsParalyzed(true); player.setIsInvul(true); player.startAbnormalEffect(AbnormalEffect.HOLD_2); } } public void forceStandAll() { for (L2PcInstance player : this.players.keySet()) { player.stopAbnormalEffect(AbnormalEffect.HOLD_2); player.setIsInvul(false); player.setIsParalyzed(false); } } public void InvisAll() { for (L2PcInstance player : this.players.keySet()) { player.abortAttack(); player.abortCast(); player.getAppearance().setInvisible(); } } public void unInvisAll() { for (L2PcInstance player : this.players.keySet()) { player.getAppearance().setVisible(); player.broadcastCharInfo(); } } public boolean getBoolean(String propName) { return this.config.getBoolean(this.eventId, propName); } public int[] getColor(String owner) { return this.config.getColor(this.eventId, owner); } public int getInt(String propName) { return this.config.getInt(this.eventId, propName); } public Set<L2PcInstance> getPlayerList() { return this.players.keySet(); } public FastList<L2PcInstance> getPlayersOfTeam(int team) { FastList<L2PcInstance> list = new FastList(); for (L2PcInstance player : getPlayerList()) { if (getTeam(player) == team) { list.add(player); } } return list; } protected EventTeam getPlayersTeam(L2PcInstance player) { return (EventTeam)this.teams.get(Integer.valueOf(((int[])this.players.get(player))[0])); } public FastList<L2PcInstance> getPlayersWithStatus(int status) { FastList<L2PcInstance> list = new FastList(); for (L2PcInstance player : getPlayerList()) { if (getStatus(player) == status) { list.add(player); } } return list; } public L2PcInstance getPlayerWithMaxScore() { L2PcInstance max = (L2PcInstance)this.players.head().getNext().getKey(); for (L2PcInstance player : this.players.keySet()) { if (((int[])this.players.get(player))[2] > ((int[])this.players.get(max))[2]) { max = player; } } return max; } public void unequip() { for (L2PcInstance player : this.players.keySet()) { player.getInventory().unEquipItemInSlot(7); player.getInventory().unEquipItemInSlot(8); } } public int[] getPosition(String owner, int num) { return this.config.getPosition(this.eventId, owner, num); } public L2PcInstance getRandomPlayer() { FastList<L2PcInstance> temp = new FastList(); for (L2PcInstance player : this.players.keySet()) { temp.add(player); } return (L2PcInstance)temp.get(Rnd.get(temp.size())); } protected L2PcInstance getRandomPlayerFromTeam(int team) { FastList<L2PcInstance> temp = new FastList(); for (L2PcInstance player : this.players.keySet()) { if (getTeam(player) == team) { temp.add(player); } } return (L2PcInstance)temp.get(Rnd.get(temp.size())); } protected FastList<L2PcInstance> getPlayersFromTeamWithStatus(int team, int status) { FastList<L2PcInstance> players = getPlayersWithStatus(status); FastList<L2PcInstance> temp = new FastList(); for (L2PcInstance player : players) { if (getTeam(player) == team) { temp.add(player); } } return temp; }
  6. mpike kapios apo tous admins tou server se hide kai buggare olo to sustima..Prin apo auto leitourgouse distixos ton kodika dn ksero pou na ton vro dn einai diko m to pack
  7. everything works manager okay ended started times all good this is my error though http://prntscr.com/c8gvp8
  8. delete the post solution found
  9. I have a patch that has some custom items (dynasty armor, etc.) and everything seems to be okay but once in a while (happens too many times) I get critical error. Can please someone explain me what causes the problem? Below are some of the Errors I get General protection fault! History: UShadowBitmapMaterial::Get <- FProjectorRenderInfo::GetMaterial <- RenderStaticMesh <- FDynamicActor::Render <- SolidRendering <- RenderLevel <- FLevelSceneNode::Render <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- UpdateWorld <- MainLoop General protection fault! History: TestReach <- UObject::GetFullName <- UStruct::SerializeBin <- (Class Engine.ShadowBitmapMaterial ShadowActor[0]) <- UObject::Serialize <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial14) <- TestReach <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial14) <- UStruct::SerializeBin <- (Class Engine.ShadowProjector ShadowTexture[0]) <- UObject::Serialize <- (ShadowProjector 20_20.ShadowProjector14) <- AActor::Serialize <- TestReach <- (ShadowProjector 20_20.ShadowProjector14) <- ULevelBase::Serialize <- ULevel::Serialize <- TestReach <- (Level 20_20.myLevel) <- UStruct::SerializeBin <- (Class Engine.GameEngine GLevel[0]) <- UObject::Serialize <- (GameEngine Transient.GameEngine0) <- UGameEngine::Serialize <- (GameEngine Transient.GameEngine0) <- UGameEngine::Serialize <- (GameEngine Transient.GameEngine0) <- TestReach <- (GameEngine General protection fault! History: UShadowBitmapMaterial::Get <- FProjectorRenderBatch::Render <- RenderProjectBatch <- RenderLevel <- FLevelSceneNode::Render <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- UpdateWorld <- MainLoop
  10. I need someone that knows how to open an L2 Interlude server on a linux dedicated pc english or greek people. Had a lot of problems if possible please let me know my skype giorgos21112 or my email giorgoslol21@yahoo.gr. Thanks in advance.
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