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  1. #1
    MrMilegit's Avatar
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    [Fab]See through walls.

    Who can help?
    https://imgur.com/RANMvm3
    Making my Pserver!
    15% Custom Items.
    60% Original Dungeons.
    0% Custom Dungeons.
    50% Events.
    10% Original Behaviors.
    10% Custom Behaviors.
    No shitty pets,no shitty alchemist & mystery boxes.
     

  2. #2
    ImNotMakdoon's Avatar
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    So, you want to do the abyss effect ??
    A morte é uma coisa que acaba com a vida

  3. #3
    MrMilegit's Avatar
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    Quote Originally Posted by ImNotMakdoon View Post
    So, you want to do the abyss effect ??
    I wanna get black "Things" when i don't explored place.Like this: https://imgur.com/jwFCarO

    Cause When i enter in dungeon, black "Things" doesn't exist, and place automaticly appears. https://imgur.com/M6wmo3t
    Last edited by MrMilegit; 04-10-2016 at 12:08 PM.
    Making my Pserver!
    15% Custom Items.
    60% Original Dungeons.
    0% Custom Dungeons.
    50% Events.
    10% Original Behaviors.
    10% Custom Behaviors.
    No shitty pets,no shitty alchemist & mystery boxes.
     

  4. #4
    Lxys's Avatar
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    It's blocksight, you'll have to code it yourself.
    Specs
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  5. #5
    Transferred's Avatar
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    @Slendergo

    kek

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    Slendergo's Avatar
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    Quote Originally Posted by MrMilegit View Post
    when i got time i may help

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  8. #7
    BurgerLoverMx's Avatar
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    Quote Originally Posted by Versss View Post
    It's blocksight, you'll have to code it yourself.
    I don't even know where to start to code that... lol.

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    Slendergo's Avatar
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    Quote Originally Posted by BurgerLoverMx View Post
    I don't even know where to start to code that... lol.
    in the sight.cs file

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    Quote Originally Posted by Slendergo View Post
    in the sight.cs file
    And that's where I will start too
    im not really back nor will i ever get back into developing pservers
    though ill check once every month atleast


     

  12. #10
    HGAEHaeheadhetdhtertherh's Avatar
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    why l see enemiez and walls? any tips? @Slendergo @Transferred

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    Transferred's Avatar
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    Quote Originally Posted by GhostMareee View Post

    why l see enemiez and walls? any tips? @Slendergo @Transferred
    you need some code in entity.cs

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    DimitriSavage's Avatar
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    Quote Originally Posted by MrMilegit View Post
    Who can help?
    The best method I have found is neither in Entity nor in Sight but rather its in Player.Update.cs preventing the tile(both floor and object) will prevent both the the enemy and the floor from showing since enemies is an object and before you ask the SendUpdate handles Sight map and if you still don't believe me there is a big //TODO add BlocksSight right where you need to add it :/ lol

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  16. #13
    Slendergo's Avatar
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    Quote Originally Posted by GhostMareee View Post

    why l see enemiez and walls? any tips? @Slendergo @Transferred
    first i need to know how your doing it, i would draw a line between player and points in radius and check if its wall

    - - - Updated - - -

    Quote Originally Posted by DimitriSavage View Post
    The best method I have found is neither in Entity nor in Sight but rather its in Player.Update.cs preventing the tile(both floor and object) will prevent both the the enemy and the floor from showing since enemies is an object and before you ask the SendUpdate handles Sight map and if you still don't believe me there is a big //TODO add BlocksSight right where you need to add it :/ lol
    na you dont do it there you do it in sight.cs for better results
    Last edited by Slendergo; 04-27-2016 at 04:01 PM.

  17. #14
    DimitriSavage's Avatar
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    Quote Originally Posted by Slendergo View Post
    first i need to know how your doing it, i would draw a line between player and points in radius and check if its wall


    na you dont do it there you do it in sight.cs for better results

    lol im already done and it seems solid, checking if the blocks in SightRadius (x,y) are block in sight using IsBlocksSight checking if the (x,y)
    its a derivative from IsPassiable from world.cs (EZ PZ LEMON SQUEEZY) then i find the tiles farther then the x,y and never load whatever pass the tile that has the description BlocksSight


    WHAT SHIT MEANS FOR YOU SCRUBS THAT DON'T KNOW JACK:::::

    x,y = the blocks in the Sight raduis of the player
    IsBlocksSight = is a deriviative of IsPassiable and it checks if the wall is blocksight=true or not
    then IsBlocksSight(x,y) so its checking for the walls that blocksight in the radius of the players sight
    then the tiles > or the tiles < the walls(x,y) are not loaded in WHICH MEANS ENEMIES AND WALLS AND FLOORS(basically everything) that is farther then the first wall closest to the player will not load anything pass it...EVER very very simple actually its just that fabino the bambino source is so undone that its frustrating and annoying at times to look at that nastiness lol

    god i wouldnt use fabino the bambino source if clubs source wasn't so shit either but i digress

    anyways just taking the time to look at the source code will fill your brain with so much info and your brain will have orgasms from the info its taking even tho fabino the bambino spread out code is nasty sometimes its still incredibly wonderful to see the beauty that coding has brought into this world whether its C++ or C# or python or java its still amazing and tbh it gets even better when your working with an engine like Unity or my personal baby the Unreal engine <3
    Last edited by DimitriSavage; 04-28-2016 at 03:41 AM.

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  19. #15
    Slendergo's Avatar
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    Quote Originally Posted by DimitriSavage View Post
    lol im already done and it seems solid, checking if the blocks in SightRadius (x,y) are block in sight using IsBlocksSight checking if the (x,y)
    its a derivative from IsPassiable from world.cs (EZ PZ LEMON SQUEEZY) then i find the tiles farther then the x,y and never load whatever pass the tile that has the description BlocksSight


    WHAT SHIT MEANS FOR YOU SCRUBS THAT DON'T KNOW JACK:::::

    x,y = the blocks in the Sight raduis of the player
    IsBlocksSight = is a deriviative of IsPassiable and it checks if the wall is blocksight=true or not
    then IsBlocksSight(x,y) so its checking for the walls that blocksight in the radius of the players sight
    then the tiles > or the tiles < the walls(x,y) are not loaded in WHICH MEANS ENEMIES AND WALLS AND FLOORS(basically everything) that is farther then the first wall closest to the player will not load anything pass it...EVER very very simple actually its just that fabino the bambino source is so undone that its frustrating and annoying at times to look at that nastiness lol

    god i wouldnt use fabino the bambino source if clubs source wasn't so shit either but i digress

    anyways just taking the time to look at the source code will fill your brain with so much info and your brain will have orgasms from the info its taking even tho fabino the bambino spread out code is nasty sometimes its still incredibly wonderful to see the beauty that coding has brought into this world whether its C++ or C# or python or java its still amazing and tbh it gets even better when your working with an engine like Unity or my personal baby the Unreal engine <3
    you using for loop?

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