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PvP Flag When leaving a chaotic zone


tiguz

Question

Hello once again dear users.

 

In every chaotic Zone (auto flag) out there, the target instantly loses the pvp flag when it leaves the pvp zone, instead of losing it the normal way, some 15 seconds afters (blinking purple/white). 

In my experience, that is not a good thing cause people will simply run out the zone to run from pvp.

I tried to fix that by using a few things, but none worked correctly. In my attempts so far, the target takes flag when runing out, but it will never go away. To make it disapear I need to relog.

Most of the times, that is what happens.

I looked in the SiegeZone.java to check how it worked there, and tried that as well, but in that case the Flag stays just for 1 second and disapear (But it works corrrectly when in siege).

In the shared MultiFunctionZone.java, it is set like this: 

 

            if(pvp_enabled)
                activeChar.stopPvPFlag();  (instantly removes the flag)

 

So I tried to use the same method used for siege zone:

 

            if (character instanceof L2PcInstance)
            {
                ((L2PcInstance) character).sendPacket(new SystemMessage(SystemMessageId.LEFT_COMBAT_ZONE));
                
                // Set pvp flag
                if (((L2PcInstance) character).getPvpFlag() == 0)
                {
                    ((L2PcInstance) character).startPvPFlag();
                }
            }
        }

 

But it doesnt work like in a siege zone.

 

I Also tried something like this:

 

                if (activeChar.getPvpFlag() != 0)
                    activeChar.setPvpFlag(0);
                activeChar.updatePvPFlag(1); 

With this, the target will get pvp flag when it run out the flag zone, but the flag will never go aways like it was intented.

 

Any help pls?

Im using l2jfrozen 1118

 

 

Edited by tiguz
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pvp.properties you can change time flag

# How much time one stays in PvP mode after hitting an innocent (in ms)
# Default: 120000
PvPVsNormalTime = 40000
# Length one stays in PvP mode after hitting a purple player (in ms)
# Default: 60000
PvPVsPvPTime = 20000

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Solution was given your doing something wrong. Else try to use while method updatePvpFlag or whatever it is on frozen. 

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1 hour ago, SweeTs said:

Solution was given your doing something wrong. Else try to use while method updatePvpFlag or whatever it is on frozen. 

I tested with the codes everybody gave me, but with those methods the flag will never go away. it stays forever.

I tested too with updatePvpFlag, same outcome.

 

I tested with it like this:

L2PcInstance player = character.getActingPlayer();
            player.setPvpFlagLasts(System.currentTimeMillis() + 3000);
            player.sendMessage("You Have Left The Chaotic Zone."); 
 

Also like this:

      L2PcInstance player = character.getActingPlayer();
            player.updatePvPFlag(0);
            player.sendMessage("You Have Left The Chaotic Zone.");

And also like this: 

@Override
    protected void onExit(L2Character character)
    {
        character.setInsideZone(L2Character.ZONE_NOSUMMONFRIEND, false);
        character.setInsideZone(L2Character.ZONE_MULTIFUNCTION, false);
        
        if (character instanceof L2PcInstance)
        {
            L2PcInstance player = character.getActingPlayer();
            player.setPvpFlagLasts(System.currentTimeMillis() + 3000);
            player.sendMessage("You Have Left The Chaotic Zone.");
        }
    }
     if (activeChar.getPvpFlag() != 0)
                    activeChar.setPvpFlag(0);
                activeChar.updatePvPFlag(1); 

 

           if (character instanceof L2PcInstance)
            {
                ((L2PcInstance) character).sendPacket(new SystemMessage(SystemMessageId.LEFT_COMBAT_ZONE));
                
                // Set pvp flag
                if (((L2PcInstance) character).getPvpFlag() == 0)
                {
                    ((L2PcInstance) character).startPvPFlag();
                }
            }
        }

I tested all these ways, none works =/

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13 hours ago, tazerman2 said:

send me your code from zone maybe i can fix it

https://pastebin.com/7kf9eYTD its the shared multifunction zone from Wyatt. Lets hope you can find the bug, cause i read it many times and cant see anything.

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If you check Wyatt topic, we were discussing about zone issues. Most likely you even find an answer for your question. :D

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27 minutes ago, SweeTs said:

If you check Wyatt topic, we were discussing about zone issues. Most likely you even find an answer for your question. :D

Searching there was my first option =p, found nothing

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So i tested something new:

 

I created a startPvPFlag2 on l2character.java with 5seconds flag time after leaving pvp zone:

 /**
	  * Start pvp flag.
	  */
	 public void startPvPFlag2()
	 {
	   updatePvPFlag(1);
	  
	 _PvPRegTask = ThreadPoolManager.getInstance().scheduleGeneralAtFixedRate(new PvPFlag(), 5000, 5000);
	 }
	 

Then I added startPvPFlag2() on onExit

 

It works and gives me 5 seconds of flag time, but then it simply disapear alltogether instead of going to the phase of blinking purple/white like the standard pvp system. How can I add the blinking phase?

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26 minutes ago, Tryskell said:

Setting


updatePvPFlag

to 2.

That worked! But then instead of staying 5 seconds in flag mode, the target goes to blinking phase straight away after leaving zone.

So we have 2 scenarios, with updatepvpflag(1) the blinking phase doesnt happen...With updatepvpflag(2) the blinking phase happens straight away, instead of hapenning after 5 seconds of perm flag!

Thank you @Tryskell so far!

Edited by tiguz
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Normal behavior is to updatePvpFlag to 1 for the first 10 seconds, then for the next 5 seconds you set it to 2. Once 15sec are passed, you set it back to 0.

 

L2J (and probably Frozen ?) handles it using a task, one per player. aCis got a unique task for all players, it runs forever every second, and ppl are set and removed following their own timestamp.

 

In both cases, the flag doesn't need to be refreshed every second. You only need to update it to 1, then 10 seconds later to 2, then 5 seconds later to 0.

 

aCis scenario :

https://xp-dev.com/trac/aCis_public/browser/acis_public/aCis_gameserver/java/net/sf/l2j/gameserver/taskmanager/PvpFlagTaskManager.java

 

PS : the times are even different : 15sec for regular scenario, and 30sec on pvp scenario. In both cases, the blink effect happens during the last 5sec.

 

PS2 : you should check castle/siege zone, it does exactly what you want during sieges (pvp flag on zone leave).

 

https://xp-dev.com/trac/aCis_public/browser/acis_public/aCis_gameserver/java/net/sf/l2j/gameserver/model/zone/type/L2SiegeZone.java

Edited by Tryskell
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1 hour ago, Tryskell said:

 

PS2 : you should check castle/siege zone, it does exactly what you want during sieges (pvp flag on zone leave).

 

https://xp-dev.com/trac/aCis_public/browser/acis_public/aCis_gameserver/java/net/sf/l2j/gameserver/model/zone/type/L2SiegeZone.java

Im using frozen. I tried using the same methods in siege zone, but then the flag will never go away and to remove it the char must relog.

The siege onExit is like this:

protected void onExit(final L2Character character)
	{
		if (_castle.getSiege().getIsInProgress())
		{
			character.setInsideZone(L2Character.ZONE_PVP, false);
			character.setInsideZone(L2Character.ZONE_SIEGE, false);
			
			if (character instanceof L2PcInstance)
			{
				((L2PcInstance) character).sendPacket(new SystemMessage(SystemMessageId.LEFT_COMBAT_ZONE));
				
				// Set pvp flag
				if (((L2PcInstance) character).getPvpFlag() == 0)
				{
					((L2PcInstance) character).startPvPFlag();
				}
			}
		}

For some reason the method "startPvPFlag(); or updatePvPFlag(1) makes the flag status stays forever =/

Edited by tiguz
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I took the time to download aCis and adapt a flag zone to it just to test, and the outcome is the same as in l2jfrozen: the flags stays forever, no matter what code I try lol. I ran out of ideas to fix it.

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