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#11
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Some highlights from recently since there are to many commits from my last post.
Targeting continued: - added difficulty colors (dot color) to offensive target portrait - tuned one console message Afk will now show at the end of your name and also appear to other clients. Actor targeting: - Camping, rifting, chunking and otherwise leaving characters will clear themselves as a target of any other actor (as before) as well as clearing their own targets (new). - Added handler for OP_ClientChunkConnected Added handler for /stuck yes command and code to port character to safe location in the current chunk Implemented MasterSpawnList class. Created new Constructors for NPC-related Unreal Classes. Added in server response to OP_ClientLocationCmd which will eventually respond with the area you are in for now it just returns chunk name Implemented checking surrounding chunks during chunking for inactive or non-existent chunks. If found, sends WS_ChunkPreload2 packet, to let Client know not to let player move into these chunks. It will display the appropriate error message... Added generic.lua to go with test spawn data (sample Hail function) Improvements to sit/stand and resting: - Tied up the logic for is_resting, sit/stand and camping. - Server will set is_resting=false when character moves. - Fixed replication of the sit/stand animation (players can now see when another characters sit/stand) Added Documentation for Combat class. Reimplemented cross-zone combat flags. Added safety net to Combat class, in case there is still a WorldCharacter spinning around in the loop.
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Last edited by xinux; 10-03-2014 at 07:25 PM..
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