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Posted

ΠΑΙΔΙΑ ΕΙΔΑ ΣΕ ΜΙΑ ΔΙΑΦΗΜΙΣΗ ΤΗΣ CYTA ΟΤΙ ΠΡΟΣΦΕΡΕΙ "ΥΠΕΡΤΑΧΥΤΗΤΕΣ" (ΓΙΑ ΤΑ ΕΛΛΗΝΙΚΑ ΔΕΔΟΜΕΝΑ ) ΕΩΣ ΚΑΙ 50 ΜΒPS ΛΕΤΕ ΝΑ ΙΣΧΥΕΙ ?? ΕΑΝ ΝΑΙ ΠΑΝΤΩΣ ΕΠΙΤΕΛΟΥΣ ΘΑ ΑΠΟΚΤΗΣΟΥΜΕ ΤΑΧΥΤΗΤΕΣ ΠΟΥ ΜΑΣ ΦΑΝΤΑΖΑΝ ΠΟΛΥ ΜΑΚΡΙΝΕΣ ΕΩΣ ΤΩΡΑ !

Posted
Ante to poly na pianeis 24 mbps :p kommatara diskolo m fenete ;/

Και εμενα μου φανηκε παραξενο στην αρχη αλλα εφοσον το εβγαλαν σε διαφημιση δεν ξερω ολα ειναι πιθαναα !

Posted

 

Και εμενα μου φανηκε παραξενο στην αρχη αλλα εφοσον το εβγαλαν σε διαφημιση δεν ξερω ολα ειναι πιθαναα !

exeis kratisei kana tilefonaki? Na tous parw ena til gt psin0me :D

Posted

checkare μια και εδω !!! http://www.cyta.gr/index.php?ID=2_play_home

 

Kεντρο εξυπηρετησης πελατων λεει 13877 :)

Εγω σπιτι μου εχω ον telecoms και ελπιζω οτι εφοσον μια εταιρια εχει κανει το πρωτο βημα θα ακολουθησουν και οι υπολοιπες :))

Posted

ποιος νοιαζεται ρε φιλε αν υπαρχει 50αρα γραμμη.

αφου στο νετ μετραει η ποιοτητα της γραμμης και οχι η ταχυτητα.

αν εχεις 50αρα γραμμη με καμια 500ms δεν θα μπορεις να πεζεις ουτε τα multiplayer στο minclip

Posted

ΤΙ ΛΕΣ ΡΕ ΦΙΛΕ ΑΜΑ ΕΧΕΙΣ 500 ΜΣ ΔΕΝ ΘΑ ΕΧΕΙΣ 50 mBS TH ΓΡΑΜΜΗ ΑΛΛΑ 200 AKOY EKEI 500 MS ΘΑ ΤΡΕΛΑΘΟΥΜΕ ΤΩΡΑ ΜΗΝ ΛΕΣ ΒΛΑΚΕΙΕΣ ..

ονειρο....δεν ηταν ονειρο......

ΧΑΧΑ !!

Posted

Αν και δεν νομίζω να έχουν υλοποιηθεί ακόμα οι εγκαταστάσεις του ΟΤΕ...

Πιλοτικά, νομίζω, ισχύει μόνο για Θράκη και Μακεδονία.

 

Posted

η χαρα του torrenting.

 

btw μεχρι 4 πιανω στην Αθηνα k υποτιθεται εχω εως 24 λογω παλιων γραμμων!!!οποτε επειδη ολοι απ τον Οτε παιρνουν συνδεσεις,θα παρουν τα 3 ολωνων :P

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  • Posts

    • what pack you use  send me on discord for it
    • package custom.events.RandomZoneEvent; import java.io.File; import java.util.ArrayList; import java.util.List; import java.util.Random; import java.util.concurrent.ScheduledFuture; import org.w3c.dom.Document; import org.w3c.dom.Node; import org.l2jmobius.commons.threads.ThreadPool; import org.l2jmobius.commons.time.SchedulingPattern; import org.l2jmobius.commons.time.TimeUtil; import org.l2jmobius.commons.util.IXmlReader; import org.l2jmobius.gameserver.managers.ZoneManager; import org.l2jmobius.gameserver.model.StatSet; import org.l2jmobius.gameserver.model.actor.Creature; import org.l2jmobius.gameserver.model.actor.Npc; import org.l2jmobius.gameserver.model.actor.Player; import org.l2jmobius.gameserver.model.quest.Event; import org.l2jmobius.gameserver.model.zone.ZoneId; import org.l2jmobius.gameserver.model.zone.ZoneType; import org.l2jmobius.gameserver.model.zone.type.RandomZone; import org.l2jmobius.gameserver.util.Broadcast; /** * Random Zone Event - Activates one random PvP zone temporarily. No modifica la clase de la zona: usa flags PvP en runtime. * @author Juan */ public class RandomZoneEvent extends Event { private static final String CONFIG_FILE = "data/scripts/custom/events/RandomZoneEvent/config.xml"; private static int EVENT_DURATION_MINUTES = 15; private static boolean _isActive = false; private ScheduledFuture<?> _eventTask = null; private final List<ZoneType> _availableZones = new ArrayList<>(); private ZoneType _activeZone = null; public RandomZoneEvent() { loadConfig(); loadZones(); registerZoneListeners(); } /** * Registra listeners a TODAS LAS ZONAS random */ private void registerZoneListeners() { for (ZoneType zone : _availableZones) { addEnterZoneId(zone.getId()); addExitZoneId(zone.getId()); LOGGER.info("[RandomZoneEvent] Registered listener for zone: " + zone.getName()); } } private void loadConfig() { new IXmlReader() { @Override public void load() { parseDatapackFile(CONFIG_FILE); } @Override public void parseDocument(Document doc, File file) { forEach(doc, "event", eventNode -> { final StatSet att = new StatSet(parseAttributes(eventNode)); final String name = att.getString("name"); for (Node node = eventNode.getFirstChild(); node != null; node = node.getNextSibling()) { if ("schedule".equals(node.getNodeName())) { final StatSet attributes = new StatSet(parseAttributes(node)); final String pattern = attributes.getString("pattern"); final SchedulingPattern schedulingPattern = new SchedulingPattern(pattern); final StatSet params = new StatSet(); params.set("Name", name); params.set("SchedulingPattern", pattern); final long delay = schedulingPattern.getDelayToNextFromNow(); getTimers().addTimer("Schedule_" + name, params, delay + 5000, null, null); LOGGER.info("[RandomZoneEvent] Event " + name + " scheduled at " + TimeUtil.getDateTimeString(System.currentTimeMillis() + delay)); } } }); } }.load(); } private void loadZones() { for (ZoneType zone : ZoneManager.getInstance().getAllZones(RandomZone.class)) { if ((zone.getName() != null) && zone.getName().toLowerCase().startsWith("random_zone")) { _availableZones.add(zone); LOGGER.info("[RandomZoneEvent] Loaded zone: " + zone.getName() + " (id=" + zone.getId() + ")"); } } LOGGER.info("[RandomZoneEvent] Total random zones loaded: " + _availableZones.size()); } @Override public void onTimerEvent(String event, StatSet params, Npc npc, Player player) { if (event.startsWith("Schedule_")) { eventStart(null); final SchedulingPattern schedulingPattern = new SchedulingPattern(params.getString("SchedulingPattern")); final long delay = schedulingPattern.getDelayToNextFromNow(); getTimers().addTimer(event, params, delay + 5000, null, null); LOGGER.info("[RandomZoneEvent] Rescheduled for " + TimeUtil.getDateTimeString(System.currentTimeMillis() + delay)); } } @Override public boolean eventStart(Player eventMaker) { if (_isActive) { if (eventMaker != null) { eventMaker.sendMessage("RandomZoneEvent already active."); } return false; } if (_availableZones.isEmpty()) { Broadcast.toAllOnlinePlayers("[RandomZoneEvent] No zones configured."); return false; } _isActive = true; Broadcast.toAllOnlinePlayers("⚔️ Random Zone Event has started!"); _eventTask = ThreadPool.schedule(this::activateRandomZone, 5_000); return true; } private void activateRandomZone() { _activeZone = _availableZones.get(new Random().nextInt(_availableZones.size())); _activeZone.setEnabled(true); Broadcast.toAllOnlinePlayers("🔥 Random Zone Event: " + _activeZone.getName() + " is now PvP for " + EVENT_DURATION_MINUTES + " minutes!"); _eventTask = ThreadPool.schedule(this::eventStop, EVENT_DURATION_MINUTES * 60 * 1000L); } @Override public boolean eventStop() { if (!_isActive) { return false; } _isActive = false; if (_eventTask != null) { _eventTask.cancel(true); _eventTask = null; } if (_activeZone != null) { _activeZone.setEnabled(false); Broadcast.toAllOnlinePlayers("🏁 Random Zone Event ended. " + _activeZone.getName() + " is back to normal."); _activeZone = null; } else { Broadcast.toAllOnlinePlayers("🏁 Random Zone Event ended."); } return true; } @Override public void onEnterZone(Creature creature, ZoneType zone) { if (!_isActive || (_activeZone == null)) { return; } if ((zone == _activeZone) && creature.isPlayable()) { creature.setInsideZone(ZoneId.PVP, true); if (creature.isPlayer()) { creature.sendMessage("Esta zona está en modo PvP temporalmente."); } } } @Override public void onExitZone(Creature creature, ZoneType zone) { if (!_isActive || (_activeZone == null)) { return; } if ((zone == _activeZone) && creature.isPlayable()) { creature.setInsideZone(ZoneId.PVP, false); if (creature.isPlayer()) { creature.sendMessage("Abandonaste la zona PvP temporal."); } } } @Override public boolean eventBypass(Player player, String bypass) { return true; } @Override public String onEvent(String event, Npc npc, Player player) { return super.onEvent(event, npc, player); } @Override public String onFirstTalk(Npc npc, Player player) { return null; } public static void main(String[] args) { new RandomZoneEvent(); } } i have this but its not working
    • ZonePvPSpawnBossRadio=0 ZonePvPSpawnBossBarakiel=0 at the Customs.ini in L2Server folder. Im prety sure this is it because i had the same problem with you in cruma 1 floor for example and i couldn't fix it but i fixed it finally by changing these 2 lines
    • Siege Reward Start PM Msg Rework Config root BossDieAnnounce and BossDieSound in the L24Team.properties and Config.java files for global raid boss death notifications and sounds. Adds a new reward_list table to the DB.sql file to track castle rewards. Improves character creation logic for thread safety and validation. Adds extensive state checks to the RequestEnchantItem method to prevent enchantments during inappropriate player states. Fixed auto-attack animation bug (there was no attack animation, only damage animation) Clean Code Other fixes I forgot to list! Java 14 Fixed issue where deleting a character would prevent it from leaving the screen or being removed, or even after a delete CD (it would only exit when re-logging in or creating a new character). Added Premium System from the other C2 project (Needs testing and improvement). Added the "Improved" Community Board (incomplete).
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