is it possible to make a client that shows u how long a portal has been out for?
I dont think so.....¯\_(ツ)_/¯
No.
We dont know this information so we cant display it
Originally Posted by JustAnoobROTMG
No.
We dont know this information so we cant display it
Make a "hack" that anytime a portal loads onto the screen, the client sets a timer for 31 seconds under said portal and laugh when people tell you your "hack" doesn't work.
Make a "hack" that anytime a portal loads onto the screen, the client sets a timer for 31 seconds under said portal and laugh when people tell you your "hack" doesn't work.
And what packet would you use to check the opening of portals globally?
Originally Posted by Timii
And what packet would you use to check the opening of portals globally?
UPDATE, newobjs.
Originally Posted by ZBORNOX
UPDATE, newobjs.
You might want to read Timii's post again:
Originally Posted by Timii
And what packet would you use to check the opening of portals globally?
Originally Posted by Timii
And what packet would you use to check the opening of portals globally?
To my knowledge, The client is designed to not pull information from outside of your 30 tile wide circle of sight (left side to right side (15 tiles radius from player))
It's to keep the client from having to use several GBs of ram.
So unless you see the object you can't log it.
Originally Posted by Kithio
To my knowledge, The client is designed to not pull information from outside of your 30 tile wide circle of sight (left side to right side (15 tiles radius from player))
It's to keep the client from having to use several GBs of ram.
So unless you see the object you can't log it.
Exactly why I said when the portal loads onto your screen. As far as I know, dungeon portals only stay for 30 seconds, so when the portal loads on your screen, set a countdown under the portal for 31 seconds.
It's a troll "hack" that leaves "noobs" confused and angry.
Originally Posted by CrazyJani
You might want to read Timii's post again:
Ehhh still don't understand the difference. Care to explain the sense?
Originally Posted by ZBORNOX
Ehhh still don't understand the difference. Care to explain the sense?
Read this:
Originally Posted by Kithio
To my knowledge, The client is designed to not pull information from outside of your 30 tile wide circle of sight (left side to right side (15 tiles radius from player))
It's to keep the client from having to use several GBs of ram.