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Evildark  
Joined: 31st Jul 2009Posts: 485
 
  Re: RELEASE: Pet system [tutorial] 
15 years, 16 weeks ago
 Ive posted my packet.hpp on paste if someone can take a look and see whats wrong and tell me thatll be greatly appreciated http://pastebin.com/VMZF81tY ---
My skins dying because you're under it-
I’m done lying to myself for this.
For all the wonder in believing man it’s making me weak-
I’ll fade away & classify myself as Obsolete! |  
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		|  Re: RELEASE: Pet system [tutorial] 
15 years, 16 weeks agoHas anyone figured out how to make the pets attack NPCs yet? |  
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Evildark  
Joined: 31st Jul 2009Posts: 485
 
  Re: RELEASE: Pet system [tutorial] 
15 years, 16 weeks agocool cool when i put it in it says C:\Documents and Settings\Administrator\Desktop\R189\trunk\src\handlers\Item.cpp|32|error: #include expects "FILENAME" or <FILENAME>|
 C:\Documents and Settings\Administrator\Desktop\R189\trunk\src\handlers\Item.cpp||In member function 'bool EOClient::Handle_Item(PacketFamily, PacketAction, PacketReader&, int)':|
 C:\Documents and Settings\Administrator\Desktop\R189\trunk\src\handlers\Item.cpp|67|error: 'NpcID' was not declared in this scope|
 C:\Documents and Settings\Administrator\Desktop\R189\trunk\src\handlers\Item.cpp|67|error: invalid use of incomplete type 'struct NPC'|
 ..\src\fwd\npc.hpp|10|error: forward declaration of 'struct NPC'|
 C:\Documents and Settings\Administrator\Desktop\R189\trunk\src\handlers\Item.cpp|68|error: invalid use of incomplete type 'struct NPC'|
 ..\src\fwd\npc.hpp|10|error: forward declaration of 'struct NPC'|
 C:\Documents and Settings\Administrator\Desktop\R189\trunk\src\handlers\Item.cpp|69|error: invalid use of incomplete type 'struct NPC'|
 ..\src\fwd\npc.hpp|10|error: forward declaration of 'struct NPC'|
 ..\src\container\ptr_vector.hpp||In member function 'void PtrVector<T>::push_back(T*) [with T = NPC]':|
 C:\Documents and Settings\Administrator\Desktop\R189\trunk\src\handlers\Item.cpp|72|instantiated from here|
 ..\src\container\ptr_vector.hpp|360|error: no matching function for call to 'PtrVector<NPC>::push_back(NPC*&)'|
 ..\src\container\ptr_vector.hpp|237|note: candidates are: virtual void GenericPtrVector::push_back(Shared*)|
 ||=== Build finished: 9 errors, 0 warnings ===|
 Heres the pastebin of my item.cpp http://pastebin.com/giaZKXRR thats so i can make an item spawn a pet
 ---
My skins dying because you're under it-
I’m done lying to myself for this.
For all the wonder in believing man it’s making me weak-
I’ll fade away & classify myself as Obsolete! |  
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memo  
Joined: 2nd Nov 2009Posts: 21
 
  Re: RELEASE: Pet system [tutorial] 
15 years, 15 weeks agobut as the removal of the pet in the game? |  
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DanScott  
Joined: 19th Aug 2010Posts: 1212
 
  Re: RELEASE: Pet system [tutorial] 
15 years, 11 weeks agohas anyone fixed the pets walking through npc walls yet?  ---
If money doesn't grow on trees, then why do banks have branches? |  
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		|  Re: RELEASE: Pet system [tutorial] 
15 years, 11 weeks agoYeah I'm pretty sure if you look back a little you will see that Ananas posted a code that gets a pet to walk through NPC walls.
 |  
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Blade  
Joined: 24th Nov 2009Posts: 87
 
  Re: RELEASE: Pet system [tutorial] 
15 years, 11 weeks agoPretty sure doing what Ananas mentioned on page 7 disables NPC Walls entirely. |  
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DanScott  
Joined: 19th Aug 2010Posts: 1212
 
  Re: RELEASE: Pet system [tutorial] 
15 years, 11 weeks agowhat ananas said on page 6 does not do anything its just pointing out what could/should be edited :) ---
If money doesn't grow on trees, then why do banks have branches? |  
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		|  Re: RELEASE: Pet system [tutorial] 
15 years, 10 weeks agoheres the fix now can walk to each map now just need attack/.fallow to work
 
 void Character::PetTransfer() {
 
 if(this->has_pet && !this->pet_transfer) {
 UTIL_PTR_LIST_FOREACH(this->map->characters, Character, character) {
 if (this->InRange(*character)) {
 this->pet->RemoveFromView(*character);
 this->pet->Release();
 erase_first(this->player->character->pet->map->npcs, this->player->character->pet);
 this->has_pet = false;
 this->pet_transfer = true; } }
 
 if(this->pet_transfer) {
 unsigned char index = this->map->GenerateNPCIndex();
 if (index > 250) { return; }
 this->pet = new NPC(this->map, this->pet->id, this->x, this->y, 1, 1, index, true, true);
 this->pet->SetOwner(this);
 this->map->npcs.push_back(this->pet);
 this->pet->Spawn();
 this->has_pet = true;
 this->pet_transfer = false; }
 
 } }
 
 
 
 here a delete pet code usefull for testing lol #dpet
 
 else if (command.length() >= 4 && command.compare(0,4,"dpet") == 0 && this->player->character->has_pet) {this->player->character->pet->RemoveFromView(this->player->character);
 this->player->character->pet->Release();
 this->player->character->has_pet = false; }
 
 
 
 |  
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Balo996  
Joined: 25th Aug 2010Posts: 81
 
  Re: RELEASE: Pet system [tutorial] 
15 years, 9 weeks agoi dont know how to made it :( 
 
 Hey i not speak english
 ---
-Nu- |  
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Dough  
Joined: 21st Oct 2010Posts: 535
 
  Re: RELEASE: Pet system [tutorial] 
14 years, 43 weeks ago-------------- Build: MYSQL+SQLITE in EOServ ---------------
 
 Compiling: ..\src\character.cpp
 In file included from K:\Doug\EOServ\src\character.cpp:15:0:
 K:\Doug\EOServ\src\npc.hpp:203:9: error: extra qualification 'NPC::' on member 'NPC'
 K:\Doug\EOServ\src\npc.hpp: In static member function 'static NPC* NPC::ScriptFactory(Map*, short int, unsigned char, unsigned char, unsigned char, short int, unsigned char, bool)':
 K:\Doug\EOServ\src\npc.hpp:264:235: error: no matching function for call to 'NPC::NPC(Map*&, short int&, unsigned char&, unsigned char&, unsigned char&, short int&, unsigned char&, bool&)'
 K:\Doug\EOServ\src\npc.hpp:203:9: note: candidates are: NPC::NPC(Map*, short int, unsigned char, unsigned char, unsigned char, short int, unsigned char, bool, bool)
 K:\Doug\EOServ\src\npc.hpp:165:1: note:                 NPC::NPC(const NPC&)
 Process terminated with status 1 (0 minutes, 5 seconds)
 4 errors, 0 warnings
 
 
 
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