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ExServerPrimitive


Go to solution Solved by Elfocrash,

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Posted (edited)

Hello.

 

So I was messing around with ExServerPrimitive packet on aCis and I was trying to draw a circle around a capture point (dominion event).

 

But I've noticed some very strange behaviour of this packet. From my understanding, each primitive is saved in the client under a unique (?) name, like an object id. In addition to that, you need to actually send an empty packet of the name you are modifying if you wish to clear the packet in the client (or exit and open up again).

 

However, if for example I log in 2 clients from the same PC, only the first will get the primitives drawing (even tho the server sends them correctly, I checked).

EDIT: Even stranger, some times it does show it some times it doesn't. I checked for bugs in the code but there are none.

I haven't tried to send a diffrent names for different characters to see if they will be drawn, but I doubt it.

 

So I was wondering if someone knows if the client has any limitations or where is the data from the primitives stored.

Edited by An4rchy

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Posted (edited)
On 3/17/2021 at 4:19 PM, An4rchy said:

However, if for example I log in 2 clients from the same PC, only the first will get the primitives drawing (even tho the server sends them correctly, I checked).

EDIT: Even stranger, some times it does show it some times it doesn't. I checked for bugs in the code but there are none.

 

So here is what happens and trust me it took me a fuck ton of time to figure this out when I originally used it in L2BattleRoyale. This is also unique to Interlude and I don't think in happens in future chronicles which means they fixed it. 

 

If both players spawned near the area where the initial creation of the packet happens then they can both see it fine because I am assuming you are using current location as the ExServerPrimitive initial center point. However, if you spawned away from where the packet is created then you cannot see it.

 

In order to fix that you have to store the original Location (x, y, z) of the player when they EnterWorld.

When you create an ExServerPrimitive package you need to provide a name, an x, a y and a z. These values NEED to be the X of the spawn location and the Y of the spawn location. The Z can be -65535 to ensure that the icon will be below the ground.

 

Once you do that this will stop happening.

 

Here is how I handle it in Autobots:

Create Circle Packet method

Using EnterWorld location to initialize the package

Storing the EnterWorld location

Edited by Elfocrash

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In High Five you can even create 2.500 lines and it won't have any trouble. In Interlude after few lines client will receive severe delay as if you're trying move while connected to a 0.0005 KB's Dual core 512 ram VPS in Pakistan.

 

In an Interlude server i was working months ago, sometimes it was visible some other it was not (it was like up to client's mood). I don't remember if eventually we gave up on that packet or we did as you wrote different name for each player using his object Id as ExServerPrimitive's name.

 

Still be aware of the lines keep it low "quality". 

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Thanks for the insight.

 

I was curious as to why aCis stores enter world location.

 

I got it fixed the way you told me only not knowing it was a bug that required enter world location, just by following what Tryskell did on geo debug.

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