Thread: [PI] How to delete walls!

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  1. #1 [PI] How to delete walls! 
    Registered Member Neruzycra's Avatar
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    Haven't seen a tutorial on this so, here it goes

    1. In objectmanager.java search for
    Code:
    public void removeObject(int x, int y) {
    c.getPA().object(158, 3097, 3493, 0, 10); 
            for (int j = 0; j < Server.playerHandler.players.length; j++) {
                if (Server.playerHandler.players[j] != null) {
                    Client c = (Client)Server.playerHandler.players[j];
                    c.getPA().object(-1, x, y, 0, 10);            
                }    
            }    
        }
    (yours might be a bit different..) replace the method with this one
    Code:
        public void removeObject(int x, int y) {
            for (int j = 0; j < Server.playerHandler.players.length; j++) {
                if (Server.playerHandler.players[j] != null) {
                    Client c = (Client)Server.playerHandler.players[j];
                    c.getPA().object(-1, x, y, 0, 10);            
                                                                               c.getPA().object(158, 3097, 3493, 0, 10);
                }    
            }    
        }
    2. In changeregions.java under
    Code:
    public void processPacket(Client c, int packetType, int packetSize) {
    add this
    Code:
    c.getPA().removeObjects();
    3. Now add this
    Code:
    public void Deletewalls(Client c) {
        c.getPA().checkObjectSpawn(-1, xxxx, yyyy, -1, 0);
    }
    in objectmanager.java under loadCustomSpawns method.
    And add this
    Code:
    Deletewalls(c);
    under this
    Code:
    loadCustomSpawns(c);
    Just change the coords and it will delete the wall
    This might help ya understand how it works, thanks Martin btw
    This works for doors too

    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

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  3. #2  
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    Its been released I have seen it somewhere I think... but still goodjob
    Btc: 1tpWTbAznzWYh6YpoUJeQ3MDVK56GGJ
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  4. #3  
    Registered Member Neruzycra's Avatar
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    Quote Originally Posted by Ninja assassin View Post
    Its been released I have seen it somewhere I think... but still goodjob
    Thank you it might've been released after I was searching for it

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    Registered Member Neruzycra's Avatar
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    Please reply and tell what you think

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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:
    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.
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  7. #6  
    Registered Member Brony's Avatar
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    Easy,but usefull.
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    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
    Hyperion V2 Martin's Updates.

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  9. #8  
    Registered Member Neruzycra's Avatar
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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
    Yea, but I decided to leave that cuz this is just a snippet
    I'll add that to the thread tho

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  10. #9  
    Registered Member Neruzycra's Avatar
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    Quote Originally Posted by flyfot View Post
    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:

    Code:
    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.
    Read the thread properly, your suppose to add
    Code:
    public void Deletewalls(Client c) {
        c.getPA().checkObjectSpawn(-1, xxxx, yyyy, -1, 0);
    }
    in objectmanager.java NOT changeregions.java

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  11. #10  
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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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