S2S Fun: Full Teleport

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S2S Fun: Full Teleport
Code:
 
LTVector    vPos;

////////////////////////////////////////////////////////
LTVector vPitchYawRoll(m_fPlayerPitch, m_fPlayerYaw, m_fPlayerRoll); // the 3 objects in the () are part of the PlayerMGR

CAutoMessage cMsg;
        cMsg.Writeuint8(MID_PLAYER_TELEPORT); // good luck finding the id ;) the hint is it is 1-255
        cMsg.WriteLTVector(vPos);
        cMsg.WriteLTRotation(m_pPlayerCamera->GetCameraRotation( )); // good luck with the camera :)
    g_pLTClient->SendToServer(cMsg.Read(), MESSAGE_GUARANTEED);
good luck this is noob proof, or i'd post the ID. Those of u who actually can reverse will get this working
lawls nice it seems its not nexons lucky day
its not their lucky day because they fail in updating from the old sources of other games
............... 121?
lol i'm not saying 1 way or another :P

besides... even if u get the right ID, still gotta get the classes... although u can leave out the Player Rotation and set it urself, that's just kind of an added bonus
this is just a shitty version of ghostmode. all it does is change your camera angle, your actual position doesnt change on the server side.
Dont tell me
inb4Matt?
Quote Originally Posted by steven1578 View Post
#define MID_PLAYER_TELEPORT 121
good job you can read the NOLF2 source lol its not 121 for ca
Quote Originally Posted by supercarz1991 View Post
good job you can read the NOLF2 source lol its not 121 for ca
You too did you even read the code
Code:
void CPlayerMgr::Teleport(const LTVector & vPos)
{
#ifndef _FINAL // Don't allow player teleporing in the final version...   <------------ this line right here

	CAutoMessage cMsg;
	cMsg.Writeuint8(MID_PLAYER_TELEPORT);
	cMsg.WriteLTVector(vPos);
	cMsg.WriteLTRotation(m_pPlayerCamera->GetCameraRotation( ));
    g_pLTClient->SendToServer(cMsg.Read(), MESSAGE_GUARANTEED);

#endif // _FINAL
}
Quote Originally Posted by Refrain View Post
You too did you even read the code
Code:
void CPlayerMgr::Teleport(const LTVector & vPos)
{
#ifndef _FINAL // Don't allow player teleporing in the final version...   <------------ this line right here

	CAutoMessage cMsg;
	cMsg.Writeuint8(MID_PLAYER_TELEPORT);
	cMsg.WriteLTVector(vPos);
	cMsg.WriteLTRotation(m_pPlayerCamera->GetCameraRotation( ));
    g_pLTClient->SendToServer(cMsg.Read(), MESSAGE_GUARANTEED);

#endif // _FINAL
}
difference between me and u is the fact i got this working

u just c&p'd the NOLF msg id for teleport
Quote Originally Posted by supercarz1991 View Post
difference between me and u is the fact i got this working

u just c&p'd the NOLF msg id for teleport
I tested through all 255 and nothing. I didn't expect Nexon to keep it in though
they have to. Its not used for normal players. The teleport is used to move NPC's from their spawner locations to the location they are visible/shootable on map

if you knew anything about modding, you would understand. The way spawning zombies on cabin fever (for my example, its the easiest to explain) works is you know those 3 zombies under the map? those are the main spawners. Yeah you can kill em and it doesnt do anything but those mark where they spawn, From there they teleport to the top of the map

everything needs a spawner except the main human player spawns, Those are GameStartPoints...
Why the hell does it make sense to put a message telling the server when to move NPCs. The server should be telling the client that the NPC teleported and same with players as well.
Quote Originally Posted by Refrain View Post
Why the hell does it make sense to put a message telling the server when to move NPCs. The server should be telling the client that the NPC teleported and same with players as well.
players never teleport. That's the thing. NPC's have to teleport from spawn to AIVolume location ... if you want to understand, read up some old AVP2 map creation tutorials

AVP2 full map creation tutorials for modding
Posts 1–15 of 15 · Page 1 of 1
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