Jump to content
  • 0

Question

Posted

Hello, i using this TvT Event on aCis re 362.

http://pastebin.com/GWcRXUXj

 

When i press SHIFT button i can target another players which are not participated at event....and players which don't participated at event can target with SHIFT button players wich are participated at event.

How i can fix it? :)

Recommended Posts

  • 0
Posted

What you mean about this?

Do you have a better way?

 

http://imgur.com/a/jgLvX

Ok, the formatting probably confuses you, there is the formatted method:

/**
* Starts the TvTEvent fight<br>
* 1. Set state EventState.STARTING<br>
* 2. Close doors specified in configs<br>
* 3. Abort if not enought participants(return false)<br>
* 4. Set state EventState.STARTED<br>
* 5. Teleport all participants to team spot<br><br>
*
* @return boolean<br>
*/
public static boolean startFight()
{
    setState(EventState.STARTING);

    // not enought participants
    if (_teams[0].getParticipatedPlayerCount() < Config.TVT_EVENT_MIN_PLAYERS_IN_TEAMS || _teams[1].getParticipatedPlayerCount() < Config.TVT_EVENT_MIN_PLAYERS_IN_TEAMS)
    {
        setState(EventState.INACTIVE);
        _teams[0].cleanMe();
        _teams[1].cleanMe();
        return false;
    }

    closeDoors();
    setState(EventState.STARTED); // set state to STARTED here, so TvTEventTeleporter know to teleport to team spot

    // teleport all participants to there team spot
    for (TvTEventTeam team : _teams)
    {
        for (String playerName : team.getParticipatedPlayerNames())
        {
            L2PcInstance playerInstance = team.getParticipatedPlayers().get(playerName);

            if (playerInstance == null)
                continue;

            // implements Runnable and starts itself in constructor
            new TvTEventTeleporter(playerInstance, team.getCoordinates(), false, false);
        }
    }

    return true;
}

After applying your patch, the code should look something like this:

/**
* Starts the TvTEvent fight<br>
* 1. Set state EventState.STARTING<br>
* 2. Close doors specified in configs<br>
* 3. Abort if not enought participants(return false)<br>
* 4. Set state EventState.STARTED<br>
* 5. Teleport all participants to team spot<br><br>
*
* @return boolean<br>
*/
public static boolean startFight()
{
    setState(EventState.STARTING);

    // not enought participants
    if (_teams[0].getParticipatedPlayerCount() < Config.TVT_EVENT_MIN_PLAYERS_IN_TEAMS || _teams[1].getParticipatedPlayerCount() < Config.TVT_EVENT_MIN_PLAYERS_IN_TEAMS)
    {
        setState(EventState.INACTIVE);
        _teams[0].cleanMe();
        _teams[1].cleanMe();
        return false;
    }

    closeDoors();
    setState(EventState.STARTED); // set state to STARTED here, so TvTEventTeleporter know to teleport to team spot

    // teleport all participants to there team spot
    for (TvTEventTeam team : _teams)
    {
        for (String playerName : team.getParticipatedPlayerNames())
        {
            L2PcInstance playerInstance = team.getParticipatedPlayers().get(playerName);

            if (playerInstance == null)
                continue;

            // implements Runnable and starts itself in constructor
            new TvTEventTeleporter(playerInstance, team.getCoordinates(), false, false);
        }
    }
    
    // Remove player from his party
    for (TvTEventTeam team : _teams)
    {
        for (String playerName : team.getParticipatedPlayerNames())
        {
            L2PcInstance playerInstance = team.getParticipatedPlayers().get(playerName);
            final L2Party party = playerInstance.getParty();
            if (party != null)
                party.removePartyMember(playerInstance, MessageType.Expelled);
        }
    }
    
    return true;
}

Do you notice the problem here?

  • 0
Posted

You mean that?

/**
* Starts the TvTEvent fight<br>
* 1. Set state EventState.STARTING<br>
* 2. Close doors specified in configs<br>
* 3. Abort if not enought participants(return false)<br>
* 4. Set state EventState.STARTED<br>
* 5. Teleport all participants to team spot<br>
* <br>
* @return boolean<br>
*/
public static boolean startFight()
{
setState(EventState.STARTING);
 
// not enought participants
if (_teams[0].getParticipatedPlayerCount() < Config.TVT_EVENT_MIN_PLAYERS_IN_TEAMS || _teams[1].getParticipatedPlayerCount() < Config.TVT_EVENT_MIN_PLAYERS_IN_TEAMS)
{
setState(EventState.INACTIVE);
_teams[0].cleanMe();
_teams[1].cleanMe();
return false;
}
 
closeDoors();
setState(EventState.STARTED); // set state to STARTED here, so TvTEventTeleporter know to teleport to team spot
 
// teleport all participants to there team spot
for (TvTEventTeam team : _teams)
{
for (String playerName : team.getParticipatedPlayerNames())
{
L2PcInstance playerInstance = team.getParticipatedPlayers().get(playerName);
 
if (playerInstance == null)
continue;
 
// implements Runnable and starts itself in constructor
new TvTEventTeleporter(playerInstance, team.getCoordinates(), false, false);
 
// remove party
final L2Party party = playerInstance.getParty();
if (party != null)
party.removePartyMember(playerInstance, MessageType.Expelled);
}
}
 
return true;
}
  • 0
Posted

 

You mean that?

/**
* Starts the TvTEvent fight<br>
* 1. Set state EventState.STARTING<br>
* 2. Close doors specified in configs<br>
* 3. Abort if not enought participants(return false)<br>
* 4. Set state EventState.STARTED<br>
* 5. Teleport all participants to team spot<br>
* <br>
* @return boolean<br>
*/
public static boolean startFight()
{
setState(EventState.STARTING);
 
// not enought participants
if (_teams[0].getParticipatedPlayerCount() < Config.TVT_EVENT_MIN_PLAYERS_IN_TEAMS || _teams[1].getParticipatedPlayerCount() < Config.TVT_EVENT_MIN_PLAYERS_IN_TEAMS)
{
setState(EventState.INACTIVE);
_teams[0].cleanMe();
_teams[1].cleanMe();
return false;
}
 
closeDoors();
setState(EventState.STARTED); // set state to STARTED here, so TvTEventTeleporter know to teleport to team spot
 
// teleport all participants to there team spot
for (TvTEventTeam team : _teams)
{
for (String playerName : team.getParticipatedPlayerNames())
{
L2PcInstance playerInstance = team.getParticipatedPlayers().get(playerName);
 
if (playerInstance == null)
continue;
 
// implements Runnable and starts itself in constructor
new TvTEventTeleporter(playerInstance, team.getCoordinates(), false, false);
 
// remove party
final L2Party party = playerInstance.getParty();
if (party != null)
party.removePartyMember(playerInstance, MessageType.Expelled);
}
}
 
return true;
}

Well, that is better. :P

/**
* Starts the TvTEvent fight<br>
* 1. Set state EventState.STARTING<br>
* 2. Close doors specified in configs<br>
* 3. Abort if not enought participants(return false)<br>
* 4. Set state EventState.STARTED<br>
* 5. Teleport all participants to team spot<br><br>
*
* @return boolean<br>
*/
public static boolean startFight()
{
    setState(EventState.STARTING);

    // not enought participants
    if (_teams[0].getParticipatedPlayerCount() < Config.TVT_EVENT_MIN_PLAYERS_IN_TEAMS || _teams[1].getParticipatedPlayerCount() < Config.TVT_EVENT_MIN_PLAYERS_IN_TEAMS)
    {
        setState(EventState.INACTIVE);
        _teams[0].cleanMe();
        _teams[1].cleanMe();
        return false;
    }

    closeDoors();
    setState(EventState.STARTED); // set state to STARTED here, so TvTEventTeleporter know to teleport to team spot

    // teleport all participants to there team spot
    for (TvTEventTeam team : _teams)
    {
        for (String playerName : team.getParticipatedPlayerNames())
        {
            L2PcInstance playerInstance = team.getParticipatedPlayers().get(playerName);

            if (playerInstance == null)
                continue;

            // leave party
            playerInstance.leaveParty();

            // implements Runnable and starts itself in constructor
            new TvTEventTeleporter(playerInstance, team.getCoordinates(), false, false);
        }
    }

    return true;
}
  • 0
Posted

Bubu, you should use

 

 

if (activeChar.isInParty())
    activeChar.getParty().removePartyMember(activeChar, MessageType.Expelled);
  • 0
Posted (edited)

 

Bubu, you should use

if (activeChar.isInParty())
    activeChar.getParty().removePartyMember(activeChar, MessageType.Expelled);

Why? As I see, leaveParty() does exactly the same...  :lol:

Edited by Tessa
  • 0
Posted

 

Yes and no :D

_party.removePartyMember(this, MessageType.Disconnected);

I'm considering it "leaving by own will", because you can't be expelled if you are the party leader. :D

  • 0
Posted

you can't be expelled if you are the party leader. :D

Ohh you can, in such cases :D Anyway, not big deal what message you will see, who cares ^_^

  • 0
Posted

Ohh you can, in such cases :D Anyway, not big deal what message you will see, who cares ^_^

Technically you can, yes, of course. :D

  • 0
Posted

This man uses leaked aCis sources. You all ready to help everyone the cheap user who don't respect a work of another people?  :dat:

 

one my friend give it to me bcuz of my problems with money... :(

Anyway...that what i use is all ready shared at our russian forums :P so... 

  • 0
Posted

one my friend give it to me bcuz of my problems with money... :(

Anyway...that what i use is all ready shared at our russian forums :P so... 

No money for food  :(

Guest
This topic is now closed to further replies.



×
×
  • 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