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MontuZ
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Post subject: Death and Corpses Posted: Wed Jun 18, 2008 1:14 pm |
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Joined: Fri Feb 10, 2006 8:08 am Posts: 317 Location: Myrtle Beach, South Carolina
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Well, I'm trying to rewrite how players die(more or less just giving myself more control over what happens to players gear and for pvp games, etc.).
Only problem I've had so far is trying to figure out why when I create a corpse from script, clients crash, but when POL does it everything is as normal. Anyone know what I have to do to create a corpse just like POL does?
Hopefully it doesn't involve;
corpsetype
ownerserial
Seeing as those are r/o....
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ncrsn
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Post subject: Posted: Wed Jun 18, 2008 5:59 pm |
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Joined: Fri Feb 10, 2006 12:15 am Posts: 217
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What are you trying to achieve?
I ask because corpses are very hardcoded both in the client and in the core.
Some time ago I played with the idea of totally script controlled corpses, too, and if my memory serves me well, (one) the problems was that the client expects server to send both object info ("there's a human corpse!") and items on it ("he's wearing a robe."). Without hooking the object info packet (, modifying it) and sending the latter packet right before, the client would crash; only creating a corpse item would 'cause nothing but stripped object info ("there's a corpse!"), which is not enough for client.
Though I'm not one hundred percent sure, for it's been a while, but if you take a look on the packet flow of core handled corpse you'll see it yourself.
Attributes corpsetype and ownerserial should not be a problem if you manage to handle corpses so that core does nothing with them. In which case you can convert those infos with cprops or other ways you might want. That would require packet hooking.
Of course I cannot guarantee that it would even be doable in the end, 'cause I never did this.
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