Jump to content
  • 0

Need some assistance


Question

Posted

Hello!

I have 1 strange problem here!

Seems like i have tryed everything to deal with it but something has gone wrong!

 

Main problem is there is no errors at all in gs console!

 

So here it goes:

When player is teleporting inside frintezza instance it gets sent back to orc village

On teleporting player can see instance for like 1 second and after that he gets ported back to village

If you go inside instance with GM char you stay there and dont get ported!

 

If there was any errors in GS console it would be easy to track down problem,but there is nothing there at all!

 

Here is my Frintezza script

http://pastebin.com/pb05SdR3

Recommended Posts

  • 0
Posted

you mean this script?

i even adapted L2J script for my pack and same thing it is just driving me crazy now i spent hours trying different things and result was always the same!

 

Best i could get done is that players get ported back to ghost (start NPC) and instance time was ticking,so this means they were in instance only in wrong place!

 

 

  • 0
Guest Elfocrash
Posted

actyon-dev

i used yo use these files some months ago and i didn't have that problem.btw i dont recommend the project.it may be good files but the support is crap.also if you ask for a feature for you only he will commit it for all the sponsors.bah

  • 0
Posted

i have the source code of latest revision from actyon-dev anyway so i am all good :)

 

Tryskell you are skilled man you should be able to help somehow :)

Where should i look to see if that area is secured?Point at the right direction because i have been trying for hours and hours and nothing same thing!

 

  • 0
Posted

Like Tryskell sad it seems like there is some sort of restriction on that zone

There is no errors which means that server thinks it should be like that

 

Where could i check zone restrictions for players?

MapRegionManager.java?

  • 0
Posted

Ok i am trying to find out now where player get ported, suppose to be here:

    private void teleportplayer(L2PcInstance player, teleCoord loc, FrintezzaWorld world)
    {
        player.setInstanceId(world.instanceId);
        player.teleToLocation(loc.x, loc.y, loc.z);
        if (player.getPet() != null)
        	player.getPet().teleToLocation(loc.x, loc.y, loc.z);
        //player.teleToLocationWithPet(loc.x, loc.y, loc.z);
        if (!world.allowed.contains(player.getObjectId()))
            world.allowed.add(player.getObjectId());
    }

 

But before that there is this:

	            for (L2PcInstance partyMember : party.getCommandChannel().getMembers())
            {
               	if (partyMember.getInventory().getItemByItemId(8556) != null && partyMember.getInventory().getItemByItemId(8556).getCount() > 0)
               		partyMember.destroyItemByItemId("Frintezza", 8556, partyMember.getInventory().getItemByItemId(8556).getCount(), null, true);
               	if (partyMember.getInventory().getItemByItemId(8192) != null && partyMember.getInventory().getItemByItemId(8192).getCount() > 0)
              		partyMember.destroyItemByItemId("Frintezza", 8192, partyMember.getInventory().getItemByItemId(8192).getCount(), null, true);
                ((FrintezzaWorld)world).players.add(partyMember);
                teleCoord tc = new teleCoord();
              	tc.x = -88172;
               	tc.y = -141076;
               	tc.z = -9170;
                teleportplayer(partyMember,tc,(FrintezzaWorld)world);
            }

Can i change this player.getPet().teleToLocation(loc.x, loc.y, loc.z); to location cords?

player.getPet().teleToLocation(-88172, -141076,-9170 );

  • 0
Posted

As said An4rchy,

private boolean checkConditions(L2PcInstance player)

is the method who tells you if yes or no the player meets condition. If it doesn't meet condition, then enterInstance( will return 0.

 

if (!checkConditions(player))
      return 0;

 

Current conditions are :

 

- must be a party leader

- the party must have a CC and only the CC leader is allowed.

- player must have item id 8073 in inventory

- CC must be > 36 but < 45

- any ppl in the CC must be 80 or higher, in a 1000 radius and mustn't be in a cooldown time from a previous instance.

 

What I don't understand is normally you should be warned ingame with system messages, from a fast look it seems normal. GMs bypass that method so it's why it works for GMs and not for normal players.

  • 0
Posted

CC must be > 36 but < 45 ok this part was wrong i think because i only changed MIN and MAX players here:

  private static final int MIN_PLAYERS = 36;

  private static final int MAX_PLAYERS = 45;

 

Anyway,i tested L2J script on my server for this instance and same things happened again,i guess L2J has got working script there so i guess problem must be somewhere else!

However all other instances are working without problems for me,just this one here gives me problems!

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • 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).
  • Topics

×
×
  • Create New...

AdBlock Extension Detected!

Our website is made possible by displaying online advertisements to our members.

Please disable AdBlock browser extension first, to be able to use our community.

I've Disabled AdBlock