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Explain The Following Snipet?

#1 User is offline   lilnate22 

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Posted 19 December 2010 - 05:13 PM

i saw a script, a "world bg script" on pastebin


http://pastebin.com/kNc28iAE
i can follow the logic fine, and can also see a mental image of what is happening in game...
but for the life of me, i cant fig out what exactly is goin on in the following code:
	local p = LuaPacket:CreatePacket(706, 18)
	p:WriteULong(1)
	p:WriteULong(1377)
	p:WriteULong(0)
	p:WriteUShort(1)
	p:WriteULong(0)
	p:WriteULong(1)
	SendPacketToWorld(p)
	p = LuaPacket:CreatePacket(707, 8)
	p:WriteULong(2317)
	p:WriteULong(MaxScore)
	SendPacketToWorld(p)
	p = LuaPacket:CreatePacket(707, 8)
	p:WriteULong(2313)
	p:WriteULong(AllianceScore)
	SendPacketToWorld(p)
	p = LuaPacket:CreatePacket(707, 8)
	p:WriteULong(2314)
	p:WriteULong(HordeScore)
	SendPacketToWorld(p)
	Started = true
	SendWorldMessage("World BG event has started.", 1)


what are these packets sending to the players exactly? i see it send ally/horde score, but what does that mean? does it matter if players receive that packet?
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#2 User is offline   dfighter 

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Posted 19 December 2010 - 05:20 PM

from Arcemu opcodes.h file:

Quote

SMSG_INIT_WORLD_STATES = 0x2C2, // implemented
SMSG_UPDATE_WORLD_STATE = 0x2C3, // implemented

Basically those packets are the worldstates, those figures you can see on the top of the screen, or on the sidebar when capturing something, or when getting scores.
So yea they matter. Only visually tho.
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#3 User is offline   dfighter 

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Posted 19 December 2010 - 05:36 PM

View PostMarforius, on 19 December 2010 - 05:21 PM, said:

oh and apparently WriteULong() multiple times adds to a packet's fields... so its something like 1,1377,0,1,0,1 for the first packet. Had to ask :s

You are welcome :)
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#4 User is offline   lilnate22 

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Posted 19 December 2010 - 05:39 PM

View Postdfighter, on 19 December 2010 - 05:20 PM, said:

from Arcemu opcodes.h file:

Basically those packets are the worldstates, those figures you can see on the top of the screen, or on the sidebar when capturing something, or when getting scores.
So yea they matter. Only visually tho.

gotcha.

yea i ran it in game, and saw the visuals...

basically it displays

(ally flag pic) [allyscore number]/[maxscore]
(horde flag pic) [hordescore number]/[maxscore]

the scores, max scores are numbers

sorry, if this is a redundent question, but where exactly are these visuals coming from?


for example,
what visual/packet is:
LuaPacket:CreatePacket(707, 8)


i looked in the opcodes.h/.cpp and couldnt pinpoint any data from it.
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#5 User is offline   dfighter 

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Posted 19 December 2010 - 05:44 PM

View Postlilnate22, on 19 December 2010 - 05:39 PM, said:

gotcha.

yea i ran it in game, and saw the visuals...

basically it displays

(ally flag pic) [allyscore number]/[maxscore]
(horde flag pic) [hordescore number]/[maxscore]

the scores, max scores are numbers

sorry, if this is a redundent question, but where exactly are these visuals coming from?


for example,
what visual/packet is:
LuaPacket:CreatePacket(707, 8)


i looked in the opcodes.h/.cpp and couldnt pinpoint any data from it.


Quote

SMSG_INIT_WORLD_STATES = 0x2C2, // implemented
SMSG_UPDATE_WORLD_STATE = 0x2C3, // implemented

those 0xABCDBLAHBLAH are base16 (hex) numbers.
0x2C2 = 706
0x2C3 = 707
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#6 User is offline   lilnate22 

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Posted 19 December 2010 - 06:36 PM

View Postdfighter, on 19 December 2010 - 05:44 PM, said:

those 0xABCDBLAHBLAH are base16 (hex) numbers.
0x2C2 = 706
0x2C3 = 707

wow...dumb mistake on my part...

completely did the math wrong in my head..haha
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#7 User is offline   dfighter 

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Posted 20 December 2010 - 05:57 PM

View Postlilnate22, on 19 December 2010 - 06:36 PM, said:

wow...dumb mistake on my part...

completely did the math wrong in my head..haha

That's probably luA's fault. It makes people dumber. :)
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