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  #1  
Old 09-20-2005, 09:00 AM
Magoth78
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Many thanks
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  #2  
Old 09-20-2005, 11:13 AM
Dakaar
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Join Date: Apr 2003
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Quote:
Originally Posted by Magoth78
Many thanks
Yup

....gonna work on bards next *shudder* =P
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  #3  
Old 09-20-2005, 10:52 PM
Magoth78
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too bad for me EQZonePacket is not declared in 6.0dr2
I'm gonna declare it and see how it does work.

Mag

----
Edit: Btw, just found a way to not get the "Pain and suffering" bug death. IN attack.cpp, you just have to add a case where if(other == NULL), you add a corpse.
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Last edited by Magoth78; 09-21-2005 at 06:59 AM..
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  #4  
Old 09-20-2005, 11:37 PM
Magoth78
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Ok, here's the fix for versions 0.6.0dr2 and mebbe dr3:

In attack.cpp, after
Code:
entity_list.AddCorpse(new_corpse, this->GetID());
add:
Code:
APPLAYER app;
  CreateSpawnPacket(&app, new_corpse);
  Corpse* dcorpse = entity_list.GetCorpseByID(GetID());
  if(dcorpse->IsPlayerCorpse())
  entity_list.QueueClients(this, &app, true);
  entity_list.RemoveFromTargets(this);
  safe_delete(trade);
  this->SetID(0);
I've tested it, it seems to work well.
Thanks again Dakaar and FNW for the direction.

Mag
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  #5  
Old 09-21-2005, 06:50 AM
Dakaar
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Join Date: Apr 2003
Posts: 53
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Can anyone help me figure out how I would have some sort of inter-zone corpse retrieval? Basically id like to after say two minutes, retrieve the corpse from the other zone to prevent corpse camping
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  #6  
Old 09-22-2005, 07:00 AM
Magoth78
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I've done a thing like that on Empire. But it's not coded.

I've just added a php script on my server's website that move the corpse to a zone that I've called The Sanctuary (it must be a dynamic zone). Once the corpse is moved, the character can zone in (that will bootup the zone so the corpse will appear) and can loot it, then he will leave the zone.

Ghetto way but it's working

Mag
ps: if you want the script, just ask.
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  #7  
Old 09-22-2005, 05:14 PM
Dakaar
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Yeah I do, toss me a message next time you see me (yablargo) in #support. Lord knows ill be there for a while with all my linux issues =P
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