LithraDL Posted October 15, 2011 Posted October 15, 2011 anyone know how put the time interval? ty for the patchs!! Quote
conheonit Posted October 15, 2011 Posted October 15, 2011 It same : # Times TvT will occur (24h format). TvTEventInterval = 9:00,15:00,21:00,19:00 In l2jmods.properties and you can set time for event start! Quote
Mackistar Posted October 16, 2011 Posted October 16, 2011 Thank you for that share. i will test it tonight on my new server. btw. is good to be able to have some shares without the annoying XXX amount of post. some times, we need help and is good to find it. Quote
TouchOfFlames Posted October 16, 2011 Posted October 16, 2011 Thx for share , keep it up ... works fine. Quote
alekos5 Posted October 17, 2011 Posted October 17, 2011 heh can any1 help me with my errros? Im newbie and im learning. I tried to put patch automaticly and manualy and it doeasnt matter.. all the time the same errors.. Quote
conheonit Posted October 19, 2011 Posted October 19, 2011 heh can any1 help me with my errros? Im newbie and im learning. I tried to put patch automaticly and manualy and it doeasnt matter.. all the time the same errors.. You should reading core and datapack patch. Then, you try copy and paste it exactly in your source! Quote
kuriku Posted October 19, 2011 Posted October 19, 2011 How to solve the unequip weapon problem (it's anoying the f***ing message on the log): Remember had imported: import com.l2jserver.gameserver.network.serverpackets.InventoryUpdate; import com.l2jserver.gameserver.model.itemcontainer.Inventory; import com.l2jserver.gameserver.model.L2ItemInstance; public static void addFlagToPlayer(L2PcInstance _player) { //remove items from the player hands (right, left, both) // This is NOT a BUG, I don't want them to see the icon they have 8D L2ItemInstance wpnR = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND); L2ItemInstance wpnL = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND); if (wpnR == null) wpnR = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND); if (wpnL == null) wpnL = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND); if (wpnR != null && wpnL != null) { L2ItemInstance[] unequipedR =player.getInventory().unEquipItemInBodySlotAndRecord(wpnR.getItem().getBodyPart()); L2ItemInstance[] unequipedL =player.getInventory().unEquipItemInBodySlotAndRecord(wpnL.getItem().getBodyPart()); InventoryUpdate iu = new InventoryUpdate(); for (L2ItemInstance itemR: unequipedR) iu.addModifiedItem(itemR); for (L2ItemInstance itemL: unequipedL) iu.addModifiedItem(itemL); player.sendPacket(iu); } else if (wpnR == null && wpnL != null) { L2ItemInstance[] unequipedL =player.getInventory().unEquipItemInBodySlotAndRecord(wpnL.getItem().getBodyPart()); InventoryUpdate iu = new InventoryUpdate(); for (L2ItemInstance itemL: unequipedL) iu.addModifiedItem(itemL); player.sendPacket(iu); } else if (wpnR != null && wpnL == null) { L2ItemInstance[] unequipedR =player.getInventory().unEquipItemInBodySlotAndRecord(wpnR.getItem().getBodyPart()); InventoryUpdate iu = new InventoryUpdate(); for (L2ItemInstance itemR: unequipedR) iu.addModifiedItem(itemR); player.sendPacket(iu); } //add the flag in his hands _player.getInventory().equipItem(ItemTable.getInstance().createItem("", CTF._FLAG_IN_HAND_ITEM_ID, 1, _player, null)); _player.broadcastPacket(new SocialAction(_player, 16)); //amazing glow _player._haveFlagCTF = true; _player.broadcastUserInfo(); CreatureSay cs = new CreatureSay(_player.getObjectId(), 15, ":", "You got it! Run back! ::"); // 8D _player.sendPacket(cs); // Start the flag holding timer _flagsNotRemoved.set(_teams.indexOf(_player._teamNameCTF), true); flagHoldTimer(_player, _flagHoldTime); // If player is invisible, make them visible if (_player.getAppearance().getInvisible()) { @SuppressWarnings("unused") L2Effect eInvisible = _player.getFirstEffect(L2EffectType.HIDE); } } Quote
FFs Posted October 19, 2011 Author Posted October 19, 2011 How to solve the unequip weapon problem: L2ItemInstance wpnR = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND); L2ItemInstance wpnL = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND); if (wpnR == null) wpnR = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND); if (wpnL == null) wpnL = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND); if (wpnR != null && wpnL != null) { L2ItemInstance[] unequipedR =player.getInventory().unEquipItemInBodySlotAndRecord(wpnR.getItem().getBodyPart()); L2ItemInstance[] unequipedL =player.getInventory().unEquipItemInBodySlotAndRecord(wpnL.getItem().getBodyPart()); InventoryUpdate iu = new InventoryUpdate(); for (L2ItemInstance itemR: unequipedR) iu.addModifiedItem(itemR); for (L2ItemInstance itemL: unequipedL) iu.addModifiedItem(itemL); player.sendPacket(iu); } else if (wpnR == null && wpnL != null) { L2ItemInstance[] unequipedL =player.getInventory().unEquipItemInBodySlotAndRecord(wpnL.getItem().getBodyPart()); InventoryUpdate iu = new InventoryUpdate(); for (L2ItemInstance itemL: unequipedL) iu.addModifiedItem(itemL); player.sendPacket(iu); } else if (wpnR != null && wpnL == null) { L2ItemInstance[] unequipedR =player.getInventory().unEquipItemInBodySlotAndRecord(wpnR.getItem().getBodyPart()); InventoryUpdate iu = new InventoryUpdate(); for (L2ItemInstance itemR: unequipedR) iu.addModifiedItem(itemR); player.sendPacket(iu); } Thanx, i'll add it to the first post. Quote
conheonit Posted October 20, 2011 Posted October 20, 2011 How to solve the unequip weapon problem (it's anoying the f***ing message on the log): Remember had imported: import com.l2jserver.gameserver.network.serverpackets.InventoryUpdate; import com.l2jserver.gameserver.model.itemcontainer.Inventory; import com.l2jserver.gameserver.model.L2ItemInstance; public static void addFlagToPlayer(L2PcInstance _player) { //remove items from the player hands (right, left, both) // This is NOT a BUG, I don't want them to see the icon they have 8D L2ItemInstance wpnR = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND); L2ItemInstance wpnL = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND); if (wpnR == null) wpnR = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND); if (wpnL == null) wpnL = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND); if (wpnR != null && wpnL != null) { L2ItemInstance[] unequipedR =player.getInventory().unEquipItemInBodySlotAndRecord(wpnR.getItem().getBodyPart()); L2ItemInstance[] unequipedL =player.getInventory().unEquipItemInBodySlotAndRecord(wpnL.getItem().getBodyPart()); InventoryUpdate iu = new InventoryUpdate(); for (L2ItemInstance itemR: unequipedR) iu.addModifiedItem(itemR); for (L2ItemInstance itemL: unequipedL) iu.addModifiedItem(itemL); player.sendPacket(iu); } else if (wpnR == null && wpnL != null) { L2ItemInstance[] unequipedL =player.getInventory().unEquipItemInBodySlotAndRecord(wpnL.getItem().getBodyPart()); InventoryUpdate iu = new InventoryUpdate(); for (L2ItemInstance itemL: unequipedL) iu.addModifiedItem(itemL); player.sendPacket(iu); } else if (wpnR != null && wpnL == null) { L2ItemInstance[] unequipedR =player.getInventory().unEquipItemInBodySlotAndRecord(wpnR.getItem().getBodyPart()); InventoryUpdate iu = new InventoryUpdate(); for (L2ItemInstance itemR: unequipedR) iu.addModifiedItem(itemR); player.sendPacket(iu); } //add the flag in his hands _player.getInventory().equipItem(ItemTable.getInstance().createItem("", CTF._FLAG_IN_HAND_ITEM_ID, 1, _player, null)); _player.broadcastPacket(new SocialAction(_player, 16)); //amazing glow _player._haveFlagCTF = true; _player.broadcastUserInfo(); CreatureSay cs = new CreatureSay(_player.getObjectId(), 15, ":", "You got it! Run back! ::"); // 8D _player.sendPacket(cs); // Start the flag holding timer _flagsNotRemoved.set(_teams.indexOf(_player._teamNameCTF), true); flagHoldTimer(_player, _flagHoldTime); // If player is invisible, make them visible if (_player.getAppearance().getInvisible()) { @SuppressWarnings("unused") L2Effect eInvisible = _player.getFirstEffect(L2EffectType.HIDE); } } import this patch where? ctf.java? Quote
conheonit Posted October 20, 2011 Posted October 20, 2011 replace where: + public static void addFlagToPlayer(L2PcInstance _player) + { + //remove items from the player hands (right, left, both) + // This is NOT a BUG, I don't want them to see the icon they have 8D + L2ItemInstance wpn = _player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND); + if (wpn == null) + { + wpn = _player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND); + if (wpn != null) + _player.getInventory().unEquipItemInBodySlotAndRecord(Inventory.PAPERDOLL_RHAND); + } + else + { + _player.getInventory().unEquipItemInBodySlotAndRecord(Inventory.PAPERDOLL_RHAND); + wpn = _player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND); + if (wpn != null) + _player.getInventory().unEquipItemInBodySlotAndRecord(Inventory.PAPERDOLL_LHAND); + } + //add the flag in his hands + _player.getInventory().equipItem(ItemTable.getInstance().createItem("", CTF._FLAG_IN_HAND_ITEM_ID, 1, _player, null)); + _player.broadcastPacket(new SocialAction(_player, 16)); //amazing glow + _player._haveFlagCTF = true; + _player.broadcastUserInfo(); + CreatureSay cs = new CreatureSay(_player.getObjectId(), 15, ":", "You got it! Run back! ::"); // 8D + _player.sendPacket(cs); + + // Start the flag holding timer + _flagsNotRemoved.set(_teams.indexOf(_player._teamNameCTF), true); + flagHoldTimer(_player, _flagHoldTime); + + // If player is invisible, make them visible + if (_player.getAppearance().getInvisible()) + { + @SuppressWarnings("unused") + L2Effect eInvisible = _player.getFirstEffect(L2EffectType.HIDE); + } + } into: Remember had imported: import com.l2jserver.gameserver.network.serverpackets.InventoryUpdate; import com.l2jserver.gameserver.model.itemcontainer.Inventory; import com.l2jserver.gameserver.model.L2ItemInstance; And: public static void addFlagToPlayer(L2PcInstance _player) { //remove items from the player hands (right, left, both) // This is NOT a BUG, I don't want them to see the icon they have 8D L2ItemInstance wpnR = _player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND); L2ItemInstance wpnL = _player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND); if (wpnR == null) wpnR = _player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND); if (wpnL == null) wpnL = _player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND); if (wpnR != null && wpnL != null) { L2ItemInstance[] unequipedR = _player.getInventory().unEquipItemInBodySlotAndRecord(wpnR.getItem().getBodyPart()); L2ItemInstance[] unequipedL = _player.getInventory().unEquipItemInBodySlotAndRecord(wpnL.getItem().getBodyPart()); InventoryUpdate iu = new InventoryUpdate(); for (L2ItemInstance itemR: unequipedR) iu.addModifiedItem(itemR); for (L2ItemInstance itemL: unequipedL) iu.addModifiedItem(itemL); _player.sendPacket(iu); } else if (wpnR == null && wpnL != null) { L2ItemInstance[] unequipedL = _player.getInventory().unEquipItemInBodySlotAndRecord(wpnL.getItem().getBodyPart()); InventoryUpdate iu = new InventoryUpdate(); for (L2ItemInstance itemL: unequipedL) iu.addModifiedItem(itemL); _player.sendPacket(iu); } else if (wpnR != null && wpnL == null) { L2ItemInstance[] unequipedR = _player.getInventory().unEquipItemInBodySlotAndRecord(wpnR.getItem().getBodyPart()); InventoryUpdate iu = new InventoryUpdate(); for (L2ItemInstance itemR: unequipedR) iu.addModifiedItem(itemR); _player.sendPacket(iu); } //add the flag in his hands _player.getInventory().equipItem(ItemTable.getInstance().createItem("", CTF._FLAG_IN_HAND_ITEM_ID, 1, _player, null)); _player.broadcastPacket(new SocialAction(_player, 16)); //amazing glow _player._haveFlagCTF = true; _player.broadcastUserInfo(); CreatureSay cs = new CreatureSay(_player.getObjectId(), 15, ":", "You got it! Run back! ::"); // 8D _player.sendPacket(cs); // Start the flag holding timer _flagsNotRemoved.set(_teams.indexOf(_player._teamNameCTF), true); flagHoldTimer(_player, _flagHoldTime); // If player is invisible, make them visible if (_player.getAppearance().getInvisible()) { @SuppressWarnings("unused") L2Effect eInvisible = _player.getFirstEffect(L2EffectType.HIDE); } } It is "_player" not "player" Quote
POP-CORN Posted October 23, 2011 Posted October 23, 2011 Ok... iam re Aplying it manually this time. java.com.l2jserver.gameserver.model.entit... CTF.java My "last 2" errors... AT ALL if i choose Change to "RadarMarker" more errors appear. And on that one i dont know... there is no Option. Any help? ::) Quote
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