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Doors Geodata Issue


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Posted (edited)

Players can hit through doors (in castle for example)

But if i start siege Kill Doors/end siege then doors working good no more exploits etc

I tried to load         DoorTable.getInstance();  before/after geodata but with no result..


What else can cause this?
 

Edited by GameBlonD

1 answer to this question

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this is the load method:

    // This method loads castle door data from database
    private void loadDoor()
    {
        Connection con = null;
        try
        {
            con = L2DatabaseFactory.getInstance().getConnection();
            PreparedStatement statement = con.prepareStatement("Select * from castle_door where castleId = ?");
            statement.setInt(1, getCastleId());
            ResultSet rs = statement.executeQuery();
            
            while (rs.next())
            {
                // Create list of the door default for use when respawning dead doors
                _doorDefault.add(rs.getString("name") + ";" + rs.getInt("id") + ";"
                        + rs.getInt("x") + ";" + rs.getInt("y") + ";" + rs.getInt("z") + ";"
                        + rs.getInt("range_xmin") + ";" + rs.getInt("range_ymin") + ";"
                        + rs.getInt("range_zmin") + ";" + rs.getInt("range_xmax") + ";"
                        + rs.getInt("range_ymax") + ";" + rs.getInt("range_zmax") + ";"
                        + rs.getInt("hp") + ";" + rs.getInt("pDef") + ";" + rs.getInt("mDef"));
                
                L2DoorInstance door = DoorTable.parseList(_doorDefault.get(_doorDefault.size() - 1), false);
                _doors.add(door);
                DoorTable.getInstance().putDoor(door);
            }
            ResourceUtil.closeResultSet(rs);
            ResourceUtil.closeStatement(statement);
        }
        catch (Exception e)
        {
            _log.log(Level.WARNING, "Exception: loadCastleDoor()", e);
        }
        finally
        {
                        ResourceUtil.closeConnection(con);
        }
    }

This the spawn method (when i kill doors /start /end siege then works so i am guessing this is the code that works fine:

    /**
     * Respawn all doors on castle grounds<BR>
     * <BR>
     */
    public void spawnDoor(boolean isDoorWeak)
    {
        for (int i = 0; i < getDoors().size(); i++)
        {
            L2DoorInstance door = getDoors().get(i);
            if (door.getCurrentHp() <= 0)
            {
                door.decayMe(); // Kill current if not killed already
                door = DoorTable.parseList(_doorDefault.get(i), false);
                DoorTable.getInstance().putDoor(door); // Readd the new door to the DoorTable By Erb
                if (isDoorWeak)
                    door.setCurrentHp(door.getMaxHp() / 2);
                door.spawnMe(door.getX(), door.getY(), door.getZ());
                getDoors().set(i, door);
            }
            else if (door.getOpen())
                door.closeMe();
        }
        loadDoorUpgrade(); // Check for any upgrade the doors may have
    }

How to adjust it so castle doors to work in server start?

 

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