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Hi MaxCheaters i am here to share with u some hltv commands that i have found

                         

   Content

-------------------------------------------------------------------------------

 

   1. Overview

   2. Spectating Games

   3. HLTV Basics

   4. Broadcasting Games

   5. Recording HLTV demos

   6. Larger Broadcasts

   7. HLTV Configuration

 

 

 

1. Overview

-------------------------------------------------------------------------------

 

   Half-Life TV offers the ability to have an unlimited number of spectators

   watching online games. They can follow the game just like they would as

   a spectator on the game server. Spectators are invisible to players and

   can't interact with the running game in any way. Each spectator can choose

   any view position or choose any player to track individually. To have the

   most enjoyable spectating experience, spectators can enable the

   Auto-Director mode. Then the camera is changed automatically so that only

   interesting scenes are shown from a suitable viewpoint. Thus the spectator

   can lean back and won't miss any relevant action. All the time, spectators

   may communicate between each other using the standard HL chat system.

 

   Most popular Half-Life MODs are supported like Counter-Strike, Team

   Fortress Classic, Day of Defeat and many others. HLTV providers have full

   control over their HLTV system, may change number of spectator slots, add

   text messages or change the HLTV logo. The broadcast is delayed by a

   customizable amount of time, by default 30 seconds. This ensures that the

   playing teams can't use HLTV to get any usable information about their

   opponents. Providing a single HLTV server for up to 100 spectators is an

   easy task and doesn't need any changes in default configurations.

 

   Installing a larger HLTV network for thousands of spectators needs some

   more planning time and experience about required bandwidth and CPU/RAM

   demands (see chapter 6).

 

 

 

2. Spectating Games

-------------------------------------------------------------------------------

 

   To watch a HLTV game, start Half-Life, open the Multiplayer menu and select

   'Find Servers'. To search for currently broadcasted games, choose the

   'Spectate' section and hit 'Refresh All'. After the list has been updated,

   double click on the server you want to spectate and you'll be connected.

 

   If computer game leagues announce important matches to be broadcasted via

   HLTV, they often provide IP:Port addresses of their HLTV servers. Instead

   of searching them via the server browser, you can also go to the

   'Favorites' folder and add the HLTV address to your server list by pressing

   the right mouse button. Otherwise, you can also open the console window and

   use the 'connect' command to spectate a certain game.

   

   For example:

 

       connect 192.168.130.42:27020

 

   The default HLTV port number is 27020, but may be changed. It should always

   be included in the given address, since commonly this port number is

   different from the default port number 27015.

 

   You can spectate the game in different modes: Chase Cam, First Person, Free

   Look, Map Overview and Map Chase. The easiest way to change modes is to

   press the JUMP key (default SPACE). Alternatively you can use the spectator

   menu, which can be enabled by pressing the DUCK key (default CTRL). Here

   you can customize your personal view style and enable the Auto-Director

   Mode. Press USE (default E) to cycle through the different

   Picture-In-Picture modes.

 

   The following HL console commands can be used to customize spectator

   settings:

 

   spec_autodirector <0|1> - turns Auto Director mode on or off

   spec_drawcone <0|1>     - shows your view cone in map overview mode

   spec_drawnames <0|1>    - shows player names under their icons

   spec_drawstatus <0|1>   - shows game information (time, map etc)

   spec_pip <0|1>          - turns Picture-In-Picture mode on or off

   spec_menu               - opens the spectator menu

   spec_help               - shows a help screen

   spec_mode <1-6> [<0-4>] - set the main view mode, seconds parameter is

                             the PIP mode. Not all combinations are valid.

                             Main modes are:

                               1 : Locked Chase        2 : Free Chase

                               3 : Free Roaming        4 : First Person

                               5 : Map Overview        6 : Chase Map Overview

                             PIP modes are:

                               0 : PIP off             1 : Free Chase

                               2 : First Person        3 : Map Overview

                               4 : Chase Map Overview

 

 

 

3. HLTV Basics

-------------------------------------------------------------------------------

                                       

   The core of the HLTV broadcasting system is the HLTV server, also called

   HLTV proxy. The HLTV executable is a console application that works much

   like a HL dedicated server. To broadcast a game running on a certain game

   server, the HLTV proxy connects to this server just like a normal player.

   Spectators connect themselves to the HLTV proxy and the game data stream is

   relayed through the HLTV proxy to all connected spectator clients. The next

   figure shows a basic HLTV configuration:

 

       HL Game Server -> HLTV Proxy => Spectator Clients

 

   The number of clients that one HLTV proxy can serve depends on available

   hardware and network resources. Theoretically, a single proxy can hold a

   maximum of 255 spectator clients. But be careful, even a proxy with 100

   spectator clients needs a full 2 MBit line to run smoothly. If more

   spectator slots are needed, the required network load must be distributed

   over multiple HLTV proxies.

     

   The first HLTV proxy connected to the game server is called the Master

   proxy, which sets the general broadcast settings like game stream delay or

   packet rate. All other HLTV proxies linked to this proxy are the Relay

   proxies. Their total number and link order is not restricted, they may form

   a chain or tree of proxies. Most important is that their location is in

   different networks to ensure a balanced bandwidth usage.

 

                                  -> HLTV Relay Proxy 1 => Spectator Clients

    HL Game Server -> HLTV Master -> HLTV Relay Proxy 2 => Spectator Clients

                                  -> HLTV Relay Proxy 3 => Spectator Clients

 

 

       

4. Broadcasting Games

-------------------------------------------------------------------------------

 

   Let's assume the most simple configuration, a single HLTV proxy in a LAN

   environment. This is a very common situation and the default HLTV settings

   doesn't need to be changed. Choose a dedicated computer as your HLTV proxy

   and install the Half-Life Dedicated Server, which also includes all files

   needed by a HLTV proxy. This isn't needed if Half-Life is already

   installed.

 

   Start the HLTV application (HL icon with a small camera) and the HLTV

   console will open, showing some initialization messages (if that takes a

   long time, HLTV maybe can't resolve some IP addresses, then start HLTV

   with the '-nodns' command line option). Then the console is ready to accept

   your commands, here we use '>' as the console prompt. First give your HLTV

   proxy an unique name:

 

   >name "My HLTV Proxy"

 

   Let's assume you have started the proxy on host 192.168.1.2 and the game

   server, you want to spectate is running on host 192.168.1.3:27015. Then

   connect the HLTV proxy to this game server by typing:

 

   >connect 192.168.1.3:27015

 

   After a few seconds HLTV will be fully connected and ready to serve

   spectator clients. Use the 'status' command to verify that the HLTV proxy

   has connected properly :

 

   >status

    --- HLTV Status ---

    Local IP 192.168.1.2:27020, FPS 72.8, Network In 0.8 Out 0.9

    Local Slots 128, Spectators 0, Proxies 0

    Source: Server "Half-Life" (192.168.1.3:27015)

    Total Slots 128, Spectators 0, Proxies 1

    Time 01:02, Game "valve", Map "maps/frenzy.bsp", Players 1

 

   The 'status' command shows your own IP address, HLTV system cycles per

   second, total incoming and outgoing network traffic in kB/sec. Local slot

   and spectator numbers your HLTV proxy is providing, total numbers are the

   sum of all slots & spectators on all proxies broadcasting this game. The

   game source can be a game server, another HLTV proxy or a demo file.

 

 

 

5. Recording HLTV demos

-------------------------------------------------------------------------------

 

   HLTV demo files are like normal recorded games in Half-Life, but you can

   choose any view point, view mode or player to chase during replay. To play

   back a HLTV demo, a HLTV proxy is not needed. Just start Half-Life and type

   in console "playdemo <demoname>" or "viewdemo <demoname>" (viewdemo offers

   more options during playback like fast forward/backward, pause &

   slowmotion). To record a HLTV demo, connect the proxy to a game server (see

   last chapter) and type in console:

     

   >record <name>

 

   All games will be recorded after issuing this command. The demo files will

   be saved in the current Mod directory, e.g. \cstrike. All demo files have a

   special naming convention <name>-<YYMMDDhhmm>-<map>.dem, including the

   given name, date/time and map name. Demo files record the same data as send

   to spectator clients. That means also, the demo file records the game with

   the same delay as used for spectators. To verify, that a demo file is

   recorded use the "status" command. The recording may be stopped with

   "stoprecording".

 

   Sometimes a HLTV broadcast is not wanted and the HLTV proxy is only used

   to record a demo file. In this case, some HLTV settings should be made to

   gain optimal recording results:

 

   >maxclients 0   // don't allow any spectator clients

   >delay 10       // smallest possible delay

   >rate 10000     // maximum data rate

   >updaterate 20  // standard update rate

   >nomaster 1     // don't register at master servers

 

 

 

6. Larger broadcasts

-------------------------------------------------------------------------------

 

   Setting up a HLTV network that can handle a larger number of spectators

   (>1000) is a difficult and time consuming task. The following guide should

   help to configure and run such a HLTV network. One of the most important

   rule should be "Quality, not Quantity". It's better to offer a smaller

   number of spectator slots, than operating at the maximum bandwidth limit,

   thus all spectators would suffer from lags and timeouts. Check carefully

   your available bandwidth capacity and calculate how many spectators can

   be handled by your HLTV servers. The average bandwidth demand per spectator

   is between 2 and 3 KB/sec and depends on the current mod, map and number of

   players. CPU and RAM shouldn't be a bottleneck on modern PC systems.

   

   This list for common Internet connection types gives a feeling, how

   bandwidth demanding HLTV can be:

         

       -   ISDN         64 Kbps            :      2 spectators

       -   DSL         128 Kbps (upstream) :      5 spectators

       -   T1          1.5 Mbps            :     75 spectators

       -   LAN          10 Mbps            :    500 spectators

       -   T3           75 Mbps            :   4000 spectators

 

   Use the "maxclients" command to set how many clients should be accepted by

   a HLTV proxy. Make sure that the "maxrate" variable is set too a reasonable

   value, e.g. 3500 kB/sec. Lower values are possible, but make sure spectators

   don't get too much "choke" during a running game. The "maxrate" command

   doesn't effect the bandwidth limit between HLTV proxies, only for spectator

   clients. To lower the general bandwidth demand, you can turn off the

   internal HLTV chat ("chatmode 0") or decrease the game update rate from the

   default value 20 to 10 ("updaterate 10"). A lower update rate may save up

   to 25% network traffic and is an acceptable tradeoff in this case since

   spectators doesn't need a high update rate like real players does.

     

   A very common setup for large broadcasts is to use 2 dedicated HLTV servers

   to create a private and a public HLTV segment. Let's assume the game server

   is in a closed LAN and not accessible from outside. This ensures a maximum

   security against attacks (DOS etc) from outside. The HLTV master server is

   started within the LAN and it's IP address should be kept secret. The

   second HLTV server is started outside the LAN with a global IP and is

   connected to the HLTV master server. This second HLTV server is the public

   HLTV dispatcher, which IP address is given to the audience. Any relay

   proxies are connected to this HLTV dispatcher. Thus the HLTV master server

   is in a secure LAN environment and can be used for demo recording or for

   HL clients serving video projectors. Spectators connect to the HLTV

   dispatcher and are relayed through the HLTV network to a relay proxy with

   a low usage. Thus the total network load is balanced between all connected

   HLTV proxies.

 

   +----   Private LAN -----+  +------ Public Internet --------+

                                                -> HLTV Proxy 1

    HL Server -> HLTV Master -> HLTV Dispatcher -> HLTV Proxy 2

                                                -> HLTV Proxy 3

 

   The configuration files of HLTV master and HLTV dispatcher are different:

 

   master.cfg:

 

    nomaster      1        // don't register at WON master servers

    proxypassword MyPWD    // protect HLTV server

    publicgame    0        // don't show game server IP

    dispatchmode  0        // don't dispatch spectators

   

   dispatcher.cfg:

 

    forcemaster  1         // register at WON master servers

    publicgame   0         // don't show game server IP

    dispatchmode 2         // dispatch all clients to other proxies

    hostname     MyGame    // public HLTV server name

   

 

   If you're running 3 or more HLTV servers in total, it's a good idea to

   use RCON to manage them via a single server admin tool. To enable RCON

   on a HLTV server an "adminpassword" must been set. Also "proxypassword"

   should be set to ensure only known HLTV providers can connect to your

   HLTV network. Otherwise anybody can connect with slow HLTV proxies and

   disturb your network load balancing.

                     

 

 

hope i helped

source : http://www.slipgate.de/download/HLTV-Readme.txt

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+ + // Cast skill effect (Skill ID: 2100, Level: 1) + player.broadcastPacket(new MagicSkillUse(player, player, 2100, 1, 2000, 0)); + + // Schedule the teleportation after a 2-second delay + ThreadPool.schedule(() -> { + // Teleport the player to the designated exit location + player.teleportTo(EXIT_LOCATION.getX(), EXIT_LOCATION.getY(), EXIT_LOCATION.getZ(), 0); + + // Inform the player + player.sendMessage("You have exited the Solo Zone."); + }, 2000); // Delay in milliseconds (2000ms = 2 seconds) + } + } + + @Override + public String[] getVoiceCommandList() + { + return VOICE_COMMANDS; + } +} diff --git a/java/net/sf/l2j/gameserver/handler/VoiceCommandHandler.java b/java/net/sf/l2j/gameserver/handler/VoiceCommandHandler.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/handler/VoiceCommandHandler.java public class VoiceCommandHandler { private final Map<String, IVoiceCommandHandler> _entries = new HashMap<>(); protected VoiceCommandHandler() { ............ ............ + registerHandler(new VoiceExitSoloZone()); } public void registerHandler(IVoiceCommandHandler handler) { for (String command : handler.getVoiceCommandList()) _entries.put(command, handler); } diff --git a/java/net/sf/l2j/gameserver/model/actor/Npc.java b/java/net/sf/l2j/gameserver/model/actor/Npc.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/model/actor/Npc.java else if (command.startsWith("Chat")) { int val = 0; try { val = Integer.parseInt(command.substring(5)); } catch (final IndexOutOfBoundsException ioobe) { } catch (final NumberFormatException nfe) { } showChatWindow(player, val); + ) + else if (command.startsWith("solopvp")) + { + SoloZoneTaskManager.getInstance(); + player.teleportTo(SoloZoneTaskManager.getCurrentZone().getLoc(), 25); + } else if (command.startsWith("Link")) { final String path = command.substring(5).trim(); if (path.indexOf("..") != -1) return; final NpcHtmlMessage html = new NpcHtmlMessage(getObjectId()); html.setFile("data/html/" + path); html.replace("%objectId%", getObjectId()); player.sendPacket(html); } diff --git a/java/net/sf/l2j/gameserver/network/clientpackets/RequestRestartPoint.java b/java/net/sf/l2j/gameserver/network/clientpackets/RequestRestartPoint.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/network/clientpackets/RequestRestartPoint.java // Fixed. - else if (_requestType == 4) - { - if (!player.isGM() && !player.isFestivalParticipant()) - return; - - loc = player.getPosition(); - } + if (_requestType == 4) + { + // Έλεγχος αν ο παίκτης δεν είναι GM, δεν είναι μέρος του φεστιβάλ και δεν είναι στην Solo Zone + if (!player.isGM() && !player.isFestivalParticipant() && !player.isInsideZone(ZoneId.SOLO)) + { + return; + } + + SoloZoneTaskManager.getInstance(); + SoloZone currentZone = SoloZoneTaskManager.getCurrentZone(); + if (currentZone != null && currentZone.getLoc() != null) + { + // Αν υπάρχει ζώνη και οι τοποθεσίες δεν είναι κενές, χρησιμοποιούμε τυχαία τοποθεσία από την ζώνη + loc = currentZone.getLoc(); + } else + { + // Διαφορετικά, κάνουμε respawn στην τρέχουσα θέση του παίκτη + loc = player.getPosition(); + } + } diff --git a/java/net/sf/l2j/gameserver/network/clientpackets/RequestRestart.java b/java/net/sf/l2j/gameserver/network/clientpackets/RequestRestart.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/network/clientpackets/RequestRestart.java if (player.isFestivalParticipant() && FestivalOfDarknessManager.getInstance().isFestivalInitialized()) { player.sendPacket(SystemMessageId.NO_RESTART_HERE); sendPacket(RestartResponse.valueOf(false)); return; } + if (player.isInsideZone(ZoneId.SOLO)) + { + player.sendMessage("You cannot restart your character while in Solo Zone. Use .exit to leave"); + player.setFakeName(null); + sendPacket(RestartResponse.valueOf(false)); + return; + } player.removeFromBossZone(); diff --git a/java/net/sf/l2j/gameserver/network/clientpackets/Logout.java b/java/net/sf/l2j/gameserver/network/clientpackets/Logout.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/network/clientpackets/Logout.java player.removeFromBossZone(); player.logout(true); } } + + if (player.isInsideZone(ZoneId.SOLO)) + { + player.sendMessage("You cannot logout or restart your character while in Solo Zone. Use .exit to leave"); + player.setFakeName(null); + player.sendPacket(ActionFailed.STATIC_PACKET); + return; + } + player.removeFromBossZone(); player.logout(true); } } diff --git a/java/net/sf/l2j/gameserver/model/zone/type/SoloZone.java b/java/net/sf/l2j/gameserver/model/zone/type/SoloZone.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/model/zone/type/SoloZone.java +package net.sf.l2j.gameserver.model.zone.type; + +import java.util.ArrayList; +import java.util.List; +import java.util.Random; + +import net.sf.l2j.commons.random.Rnd; + +import net.sf.l2j.Config; +import net.sf.l2j.gameserver.enums.MessageType; +import net.sf.l2j.gameserver.enums.ZoneId; +import net.sf.l2j.gameserver.handler.voicecommandhandlers.VoiceExitSoloZone; +import net.sf.l2j.gameserver.model.World; +import net.sf.l2j.gameserver.model.actor.Creature; +import net.sf.l2j.gameserver.model.actor.Player; +import net.sf.l2j.gameserver.model.location.Location; +import net.sf.l2j.gameserver.model.zone.type.subtype.ZoneType; +import net.sf.l2j.gameserver.network.SystemMessageId; +import net.sf.l2j.gameserver.network.serverpackets.EtcStatusUpdate; +import net.sf.l2j.gameserver.taskmanager.PvpFlagTaskManager; +import net.sf.l2j.gameserver.taskmanager.SoloZoneTaskManager; + +/** + * @author MarGaZeaS + * + */ +public class SoloZone extends ZoneType +{ + private String _name; + private List<Location> _locations = new ArrayList<>(); + + public SoloZone(int id) + { + super(id); + } + + @Override + public void setParameter(String name, String value) + { + if (name.equals("name")) + _name = value; + else if (name.equals("locs")) + { + for (String locs : value.split(";")) + { + String[] coordinates = locs.split(","); + if (coordinates.length == 3) + { + int x = Integer.parseInt(coordinates[0]); + int y = Integer.parseInt(coordinates[1]); + int z = Integer.parseInt(coordinates[2]); + _locations.add(new Location(x, y, z)); + } + else + { + LOGGER.warn("Invalid location format: " + locs); + } + } + } + } + + + @Override + protected void onEnter(Creature character) + { + if (character instanceof Player) + { + final Player player = (Player) character; + + if ((player.getClassId().getId() == 15 || player.getClassId().getId() == 16 || player.getClassId().getId() == 97)) + { + Location respawnLocation = VoiceExitSoloZone.getExitLocation(); + player.instantTeleportTo(respawnLocation, 20); + player.sendMessage("Your class is not allowed in this zone."); + return; + } + + String randomName = SoloZoneTaskManager.getInstance().getAName(); + if (randomName == null || randomName.isEmpty() || !isValidName(randomName)) + { + randomName = generateRandomName(); + } + if (isNameAlreadyTaken(randomName)) + { + randomName = generateRandomName(); + } + player.setFakeName(randomName); + player.sendMessage("Welcome to the Solo Zone, your random name is: " + randomName); + player.sendPacket(SystemMessageId.ENTERED_COMBAT_ZONE); + character.setInsideZone(ZoneId.SOLO, true); + character.setInsideZone(ZoneId.NO_STORE, true); + character.setInsideZone(ZoneId.NO_SUMMON_FRIEND, true); + + if (player.getParty() != null) + { + player.getParty().removePartyMember(player, MessageType.DISCONNECTED); + } + + if (player.getPvpFlag() > 0) + PvpFlagTaskManager.getInstance().remove(player, true); + + player.updatePvPStatus(); + player.broadcastUserInfo(); + } + } + + private static boolean isValidName(String name) { + return name.matches("[a-zA-Z0-9_]+"); + } + + private static String generateRandomName() { + Random rand = new Random(); + int nameLength = rand.nextInt(12) + 4; + StringBuilder nameBuilder = new StringBuilder(); + + for (int i = 0; i < nameLength; i++) { + char randomChar = (char) (rand.nextInt(26) + 'a'); + nameBuilder.append(randomChar); + } + + return nameBuilder.toString(); + } + + private static boolean isNameAlreadyTaken(String name) { + return World.getInstance().getPlayers().stream().anyMatch(player -> player.getFakeName().equals(name)); + } + + @Override + protected void onExit(Creature character) + { + character.setInsideZone(ZoneId.SOLO, false); // Solo zone + character.setInsideZone(ZoneId.NO_STORE, false); // Allow making a store + character.setInsideZone(ZoneId.NO_SUMMON_FRIEND, false); // Allow summon + + if (character instanceof Player) + { + final Player player = (Player) character; + + if (player.getFakeName() != null) + { + player.setFakeName(null); + } + + player.sendPacket(SystemMessageId.LEFT_COMBAT_ZONE); + { + if(!player.isInObserverMode() && player.getPvpFlag() > 0) + PvpFlagTaskManager.getInstance().add(player, Config.PVP_NORMAL_TIME); + + player.sendPacket(new EtcStatusUpdate(player)); + player.broadcastUserInfo(); + } + } + } + + public String getName() + { + return _name; + } + + public Location getLoc() + { + if (_locations.isEmpty()) + { + return null; // Αν η λίστα είναι κενή, επιστρέφουμε null + } + return _locations.get(Rnd.get(0, _locations.size() - 1)); // Επιλέγουμε τυχαία τοποθεσία + } +} diff --git a/java/net/sf/l2j/gameserver/GameServer.java b/java/net/sf/l2j/gameserver/GameServer.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/GameServer.java if (Config.ALLOW_FISH_CHAMPIONSHIP) FishingChampionshipManager.getInstance(); + StringUtil.printSection("Custom Features"); + SoloZoneTaskManager.getInstance(); StringUtil.printSection("Handlers"); LOGGER.info("Loaded {} admin command handlers.", AdminCommandHandler.getInstance().size()); diff --git a/java/net/sf/l2j/gameserver/GameServer.java b/java/net/sf/l2j/gameserver/Shutdown.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/Shutdown.java // disconnect players try { disconnectAllPlayers(); LOGGER.info("All players have been disconnected."); } catch (Exception e) { // Silent catch. } + // Restore real names for players in SoloZone + restoreRealNamesInSoloZone(); // stop all threadpolls ThreadPool.shutdown(); try { LoginServerThread.getInstance().interrupt(); } catch (Exception e) { // Silent catch. } // avoids new players from logging in if (_secondsShut <= 60 && LoginServerThread.getInstance().getServerType() != ServerType.DOWN) LoginServerThread.getInstance().setServerType(ServerType.DOWN); _secondsShut--; Thread.sleep(1000); } } catch (InterruptedException e) { } } + // This method restores the real names of players in SoloZone + private static void restoreRealNamesInSoloZone() + { + for (Player player : World.getInstance().getPlayers()) + { + // Check if player is inside the SoloZone + if (player.isInsideZone(ZoneId.SOLO)) + { + // Restore the real name by removing the fake name + if (player.getFakeName() != null) + { + player.setFakeName(null); // Restore the real name + LOGGER.info("Player {}'s fake name has been removed and real name restored.", player.getName()); + } + } + } + } private static void sendServerQuit(int seconds) { World.toAllOnlinePlayers(SystemMessage.getSystemMessage(SystemMessageId.THE_SERVER_WILL_BE_COMING_DOWN_IN_S1_SECONDS).addNumber(seconds)); } diff --git a/java/net/sf/l2j/gameserver/enums/ZoneId.java b/java/net/sf/l2j/gameserver/enums/ZoneId.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/enums/ZoneId.java public enum ZoneId { PVP(0), PEACE(1), SIEGE(2), MOTHER_TREE(3), CLAN_HALL(4), NO_LANDING(5), WATER(6), JAIL(7), MONSTER_TRACK(8), CASTLE(9), SWAMP(10), NO_SUMMON_FRIEND(11), NO_STORE(12), TOWN(13), HQ(14), DANGER_AREA(15), CAST_ON_ARTIFACT(16), NO_RESTART(17), SCRIPT(18), - BOSS(19), + BOSS(19), + SOLO(20); private final int _id; private ZoneId(int id) { _id = id; } diff --git a/java/net/sf/l2j/gameserver/network/serverpackets/Die.java b/java/net/sf/l2j/gameserver/network/serverpackets/Die.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/network/serverpackets/Die.java if (creature instanceof Player) { Player player = (Player) creature; - _allowFixedRes = player.getAccessLevel().allowFixedRes(); + _allowFixedRes = player.getAccessLevel().allowFixedRes() || player.isInsideZone(ZoneId.SOLO); _clan = player.getClan(); } diff --git a/java/net/sf/l2j/gameserver/model/actor/Player.java b/java/net/sf/l2j/gameserver//model/actor/Player.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/network/clientpackets/EnterWorld.java // Attacker or spectator logging into a siege zone will be ported at town. if (player.isInsideZone(ZoneId.SIEGE) && player.getSiegeState() < 2) player.teleportTo(TeleportType.TOWN); + if (player.isInsideZone(ZoneId.SOLO)) + { + ThreadPool.schedule(() -> { + Location exitLocation = VoiceExitSoloZone.getExitLocation(); + + if (exitLocation != null) + { + player.teleportTo(exitLocation.getX(), exitLocation.getY(), exitLocation.getZ(), 0); + player.sendMessage("You have been moved to the exit of the SoloZone."); + } + }, 5000); // 5000 milliseconds (5sec) + } diff --git a/java/net/sf/l2j/gameserver/model/actor/Player.java b/java/net/sf/l2j/gameserver/model/actor/Player.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/model/actor/Player.java @Override public void doRevive() { super.doRevive(); stopEffects(EffectType.CHARM_OF_COURAGE); sendPacket(new EtcStatusUpdate(this)); getStatus().setCpHpMp(getStatus().getMaxCp(), getStatus().getMaxHp(), getStatus().getMaxMp()); _reviveRequested = 0; _revivePower = 0; if (isMounted()) startFeed(_mountNpcId); + if (isInsideZone(ZoneId.SOLO)) + { + // Give Nobless (1323 ID) + L2Skill no = SkillTable.getInstance().getInfo(1323, 1); + no.getEffects(this, this); + sendMessage("You have received the Nobless status in the Solo Zone."); + } + }   If anyone thinks the code is wrong, please make an update and upload it here so I can update the post. A part was edited with chatgpt
    • Always remember, when you buy files, just compare with my files that I publish for free. and you will know that you are being ripped off. Greetings to all community!!! 🙂
    • Thank you for sharing. You are a capable and skilled person. Thank you again for your selfless dedication, Guytis🫡
    • he kept his promise! i think it's a good idea to unban his old account. he shares files with the community and could help both new and veteran l2off users! good job, Guytis!
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