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[Help] Wired Delay
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<blockquote data-quote="JayC" data-source="post: 384456" data-attributes="member: 36373"><p>Hey Guys,</p><p></p><p>I am trying to code the delay part for UserLeavesTeam wired effect. Here is the issue I am having that I can't get past... whenever I include the IWiredCycle class it automatically puts on the wired box to have them select 15 different furnis. I want to disable that. </p><p></p><p>When you select 15 furnis, every furniture selected = .5 delay? Then when you save it, the delay updates !? I am confused as all hell. I have started from scratch 3 times and tried 3 different methods. Here is the normal class:</p><p></p><p>[CODE]</p><p>using System;</p><p>using System.Linq;</p><p>using System.Text;</p><p>using System.Collections;</p><p>using System.Collections.Generic;</p><p>using System.Collections.Concurrent;</p><p></p><p>using Plus.HabboHotel.Rooms;</p><p>using Plus.HabboHotel.Users;</p><p>using Plus.HabboHotel.Rooms.Games.Teams;</p><p>using Plus.Communication.Packets.Incoming;</p><p></p><p>namespace Plus.HabboHotel.Items.Wired.Boxes.Effects</p><p>{</p><p> class RemoveActorFromTeamBox : IWiredItem</p><p> {</p><p> public Room Instance { get; set; }</p><p> public Item Item { get; set; }</p><p> public WiredBoxType Type { get { return WiredBoxType.EffectRemoveActorFromTeam; } }</p><p> public ConcurrentDictionary<int, Item> SetItems { get; set; }</p><p> public string StringData { get; set; }</p><p> public bool BoolData { get; set; }</p><p> public string ItemsData { get; set; }</p><p></p><p> public RemoveActorFromTeamBox(Room Instance, Item Item)</p><p> {</p><p> this.Instance = Instance;</p><p> this.Item = Item;</p><p></p><p> this.SetItems = new ConcurrentDictionary<int, Item>();</p><p> }</p><p></p><p> public void HandleSave(ClientPacket Packet)</p><p> {</p><p> int Unknown = Packet.PopInt();</p><p> }</p><p></p><p> public bool Execute(params object[] Params)</p><p> {</p><p> if (Params.Length == 0 || Instance == null)</p><p> return false;</p><p></p><p> Habbo Player = (Habbo)Params[0];</p><p> if (Player == null)</p><p> return false;</p><p></p><p> RoomUser User = Instance.GetRoomUserManager().GetRoomUserByHabbo(Player.Id);</p><p> if (User == null)</p><p> return false;</p><p></p><p> if (User.Team != TEAM.NONE)</p><p> {</p><p> TeamManager Team = Instance.GetTeamManagerForFreeze();</p><p> if (Team != null)</p><p> {</p><p> Team.OnUserLeave(User);</p><p></p><p> User.Team = TEAM.NONE;</p><p></p><p> if (User.GetClient().GetHabbo().Effects().CurrentEffect != 0)</p><p> User.GetClient().GetHabbo().Effects().ApplyEffect(0);</p><p> }</p><p> }</p><p> return true;</p><p> }</p><p> }</p><p>}</p><p>[/CODE]</p><p></p><p>Thanks,</p><p>JayCustom</p></blockquote><p></p>
[QUOTE="JayC, post: 384456, member: 36373"] Hey Guys, I am trying to code the delay part for UserLeavesTeam wired effect. Here is the issue I am having that I can't get past... whenever I include the IWiredCycle class it automatically puts on the wired box to have them select 15 different furnis. I want to disable that. When you select 15 furnis, every furniture selected = .5 delay? Then when you save it, the delay updates !? I am confused as all hell. I have started from scratch 3 times and tried 3 different methods. Here is the normal class: [CODE] using System; using System.Linq; using System.Text; using System.Collections; using System.Collections.Generic; using System.Collections.Concurrent; using Plus.HabboHotel.Rooms; using Plus.HabboHotel.Users; using Plus.HabboHotel.Rooms.Games.Teams; using Plus.Communication.Packets.Incoming; namespace Plus.HabboHotel.Items.Wired.Boxes.Effects { class RemoveActorFromTeamBox : IWiredItem { public Room Instance { get; set; } public Item Item { get; set; } public WiredBoxType Type { get { return WiredBoxType.EffectRemoveActorFromTeam; } } public ConcurrentDictionary<int, Item> SetItems { get; set; } public string StringData { get; set; } public bool BoolData { get; set; } public string ItemsData { get; set; } public RemoveActorFromTeamBox(Room Instance, Item Item) { this.Instance = Instance; this.Item = Item; this.SetItems = new ConcurrentDictionary<int, Item>(); } public void HandleSave(ClientPacket Packet) { int Unknown = Packet.PopInt(); } public bool Execute(params object[] Params) { if (Params.Length == 0 || Instance == null) return false; Habbo Player = (Habbo)Params[0]; if (Player == null) return false; RoomUser User = Instance.GetRoomUserManager().GetRoomUserByHabbo(Player.Id); if (User == null) return false; if (User.Team != TEAM.NONE) { TeamManager Team = Instance.GetTeamManagerForFreeze(); if (Team != null) { Team.OnUserLeave(User); User.Team = TEAM.NONE; if (User.GetClient().GetHabbo().Effects().CurrentEffect != 0) User.GetClient().GetHabbo().Effects().ApplyEffect(0); } } return true; } } } [/CODE] Thanks, JayCustom [/QUOTE]
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