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myKO.us - 2014 awaiting your suggestions ! [UPDATE 25-04-2014]

This is a discussion on myKO.us - 2014 awaiting your suggestions ! [UPDATE 25-04-2014] within the Private Servers forums, part of the Knight Online (ko4life.com) category; Event information - Forbidden Castle The nation destroying the nation monument infront of the nation base of the Colony Zone ...
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  1. #16
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    Event information

    - Forbidden Castle
    The nation destroying the nation monument infront of the nation base of the Colony Zone is able to enter the Forbidden Castle event

    - Capture the CZ
    The nation destroying "5" Ronark artifacts wins the event. Users in the Colony zone get rewarded for winning.

    - CZ Invasion
    Every day at a random time the CZ gets invaded. The user destroying the invader will get rewarded.

    - BDW

    - Juraid mountain

    - Lunar war

    - Oreads war

    - Superior war

    more information coming soon







    Please like us on facebook for daily updates ! : https://www.facebook.com/myko.us
    NoOneCanStopMe likes this.

  2. #17
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    Thase events looking really interesting, i might give it a try

  3. #18
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    a %100 USKO like Juraid Mountain event has been added to the server !

  4. #19
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    Quote Originally Posted by MyKOpvp View Post
    a %100 USKO like Juraid Mountain event has been added to the server !
    As in working bridges?

  5. #20
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    Quote Originally Posted by twostars View Post
    As in working bridges?
    I think it will he hard to add objectevents to 1298 version, but our way is adding a teleport npc which controls if all 4 monsters are killed and then allows you to teleport

  6. #21
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    looks dooope!

  7. #22
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    https://www.youtube.com/watch?v=bb-i-4wQ-r8

    i made a pk vid on the old myko, this is how it used to look guys, it was awesome, deff. worth to join this!

  8. #23
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    Quote Originally Posted by Aresian View Post
    https://www.youtube.com/watch?v=bb-i-4wQ-r8

    i made a pk vid on the old myko, this is how it used to look guys, it was awesome, deff. worth to join this!
    You played like one day though :l

  9. #24
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    nono 1 week+ lol

  10. #25
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    Quote Originally Posted by Aresian View Post
    https://www.youtube.com/watch?v=bb-i-4wQ-r8

    i made a pk vid on the old myko, this is how it used to look guys, it was awesome, deff. worth to join this!
    I had watched this video exactly 2 days ago, without knowing it was you LOL

    But i can promise you the new myKO will even be better !

  11. #26
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    Quote Originally Posted by Aresian View Post
    nono 1 week+ lol
    I only saw you and your friend once ;o

  12. #27
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    Quote Originally Posted by Kallop View Post
    I only saw you and your friend once ;o
    he made a PK video so he's GG :P

  13. #28
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    Quote Originally Posted by MyKOpvp View Post
    he made a PK video so he's GG :P
    He's a friend of mine.

  14. #29
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    Quote Originally Posted by MyKOpvp View Post
    I think it will he hard to add objectevents to 1298 version, but our way is adding a teleport npc which controls if all 4 monsters are killed and then allows you to teleport
    Even harder is the fact it's not even an object event; if it were, it'd be fairly easy to add them in to the client & server, but... the darn thing's a spawned *monster*, not an NPC (objects are strictly *NPCs*).
    I haven't actually tried reimplementing it as an NPC in 1.298, but even if that were to happen I'm not entirely sure how collision would behave (i.e. if they'd simply fall through the bridge instead of being able to walk across it, or perhaps not even be able to cross it at all?! The client might need special hackery to override such things for this specific spawn...), and well... also the fact the lowered/lowering state isn't possible in 1.298. It can probably be hacked if you separate the states from the model into two different spawns maybe, and switch the spawns out... or similarly, use a skill transformation on it similar to CSW ladders; that may actually ensure that collision behaves correctly (if it's an NPC, monsters on the other hand are DESIGNED to be walked through), and maybe even provide a way to actually show it lowering instead of just being up or down.

    Anyway, sorry for the rambling, good luck with your server!

  15. #30
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    Quote Originally Posted by twostars View Post
    Even harder is the fact it's not even an object event; if it were, it'd be fairly easy to add them in to the client & server, but... the darn thing's a spawned *monster*, not an NPC (objects are strictly *NPCs*).
    I haven't actually tried reimplementing it as an NPC in 1.298, but even if that were to happen I'm not entirely sure how collision would behave (i.e. if they'd simply fall through the bridge instead of being able to walk across it, or perhaps not even be able to cross it at all?! The client might need special hackery to override such things for this specific spawn...), and well... also the fact the lowered/lowering state isn't possible in 1.298. It can probably be hacked if you separate the states from the model into two different spawns maybe, and switch the spawns out... or similarly, use a skill transformation on it similar to CSW ladders; that may actually ensure that collision behaves correctly (if it's an NPC, monsters on the other hand are DESIGNED to be walked through), and maybe even provide a way to actually show it lowering instead of just being up or down.

    Anyway, sorry for the rambling, good luck with your server!
    I think it's quite more simple than that. The .gtd file handles map events clientside, mostly the clientside event is connected to a SMD event but in some cases it's just added as NPC (Delos for example).
    my opinion about the bridge is that the clientside part is already in the GTD. The NPC part of it is easy to add, but the event part of the bridge must be hardcoded into the ebenezer.

    And thank you for your interest tough !

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