Thread: [PI] How to delete walls!

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  1. #11  
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    No matter where I add "
    public void Deletewalls(Client c) {
    c.getPA().checkObjectSpawn(-1, 4624, 4524, -1, 0);
    }" It gives an error.

    I get this error:
    Quote:
    src\server\model\players\packets\ChangeRegion.java :15: illegal start of expressi
    on
    public void Deletewalls(Client c) {
    ^
    src\server\model\players\packets\ChangeRegion.java :15: illegal start of expressi
    on
    public void Deletewalls(Client c) {
    ^
    src\server\model\players\packets\ChangeRegion.java :15: ';' expected
    public void Deletewalls(Client c) {
    ^
    src\server\model\players\packets\ChangeRegion.java :15: ';' expected
    public void Deletewalls(Client c) {
    ^
    src\server\model\players\packets\ChangeRegion.java :17: reached end of file while
    parsing
    }→
    ^
    5 errors
    This is the same for Regions and Region.
    Ok so i registered on these forums just to help you out with this xD
    ok so you wan to add the
    Code:
    	public void Deletewalls(Client c) {
    	}
    In the OBJECTMANAGER.JAVA
    Under all of your custom spawns
    Example:
    Code:
    	 if (c.heightLevel == 0) {
    			c.getPA().checkObjectSpawn(2492, 2911, 3614, 1, 10);
    		 }else{
    			c.getPA().checkObjectSpawn(-1, 2911, 3614, 1, 10);
    	}
    	}
    	public void Deletewalls(Client c) {
    	}
    Yours might be different, Hope I helped (:
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  2. #12  
    Acid Paradox'

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    Very useful. Great job.


    Oh, Really?
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  3. #13  
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    Orr use a cache editor :L



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  5. #14  
    Registered MrClassic
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    Quote Originally Posted by Martin View Post
    mabey you should give more info on how the method works:

    c.getPA().object(-1, x, y, 0, 10);

    the -1, indicates the new object id, and since your deleting, you want nothing to appear there.
    the x, and y is self explantory,
    the 0 is the face of the object, illrevent in destroying objects.
    and the 10 the most important variable indicates the object type.

    In case you want to have multiple objects on a tile you must use different object types for example:

    type 0-3 are all walls (sometimes doors) some tiles have 4 walls so 4 different type ids are needed incase type 0 is take it uses 1, then 2 and so fourth.

    type 10 are large objects most commonly used they usally take up a minimum of 1x1 squares besides in the case of doors. 90%+ of interactable objects are type 10, its rare to find one that isnt, again its usally doors.

    type 5-8? are diagonal walls, and some strange stuff usally just diagonal walls and doors, but again I never bothered refactoring this type of object much for worldmaps Usally just easyer to take them as 1x1 tile size.

    type 9 and 22, wall and floor decoration, all wall decorations can be ignored as the wall already counts in the case of worldmaps, but some type 22 objects arent walkable while 99% are. Examples of non walkables are, bank table in edgeville, the wall on that strange house outside bank in edge. Non walkables are details on ground such as very small rocks (if decoration has an option its non walkable)

    Although I kinda went off point above on worldmaps, its usefull to also know how to decorate areas if you want to for example having a rug on the ground aswell as having a bank booth etc on top of it, or spinning wheel, but again what you posted is pretty obious since its in most sources you should explain what the variables are
    Lol big copy and paste this

    OT: nice work I needed this!
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  6. #15  
    Registered Member Glenn's Avatar
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    I've been looking for something like this, because before all I could find was tutorials about removing global objects.
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  7. #16  
    The One And Only

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    Quote Originally Posted by rustigold View Post
    src\server\world\ObjectManager.java:144: cannot find symbol
    symbol : variable x
    location: class server.world.ObjectManager
    c.getPA().checkObjectSpawn(-1, x, y, -1, 0);
    ^
    src\server\world\ObjectManager.java:144: cannot find symbol
    symbol : variable y
    location: class server.world.ObjectManager
    c.getPA().checkObjectSpawn(-1, x, y, -1, 0);
    ^
    Note: Some input files use unchecked or unsafe operations.
    Note: Recompile with -Xlint:unchecked for details.
    2 errors
    Trykk en tast for å fortsette...
    Lol....
    Code:
    c.getPA().checkObjectSpawn(-1, CoordX, CoordY, -1, 0);
    Replace CoordX With the CoordX of the wall.
    Replace CoordY With the CoordY of the wall.


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  8. #17  
    Registered Member Aleksandr's Avatar
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    Object Types: 0-3 wall objects, 4-8 wall decoration, 9: diag. walls, 10-11 world objects, 12-21: roofs, 22: floor decoration

    Edit: 11 are diagonal objects.
    Al
    Attached image

    There is no RL, just AFK
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  9. #18  
    Registered Member Gretar's Avatar
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    Thank you, cleaned up edge bank


    Here is the code if someone needs it

    c.getPA().checkObjectSpawn(-1,3095, 3493, -1, 0);
    c.getPA().checkObjectSpawn(-1,3095, 3492, -1, 0);
    c.getPA().checkObjectSpawn(-1,3095, 3490, -1, 0);
    c.getPA().checkObjectSpawn(-1,3095, 3488, -1, 0);
    c.getPA().checkObjectSpawn(-1,3097, 3493, -1, 0);
    c.getPA().checkObjectSpawn(-1,3096, 3493, -1, 0);
    c.getPA().checkObjectSpawn(-1,3096, 3490, -1, 0);
    c.getPA().checkObjectSpawn(-1,3096, 3492, -1, 0);
    Owner of Roat Pkz
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  10. #19  
    Registered Member Neruzycra's Avatar
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    Nice to see people using it, thanks

    Prepare to lose it...
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  11. #20  
    Project - Bliss
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    src\server\model\players\packets\ChangeRegions.jav a:11: <identifier> expected
    c.getPA().removeObjects();
    ^
    src\server\model\players\packets\ChangeRegions.jav a:11: ';' expected
    c.getPA().removeObjects();
    ^
    2 errors
    Press any key to continue . . .
    Heellp >_>
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