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Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum) |
06-07-2014, 03:02 PM
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Demi-God
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Join Date: Nov 2007
Posts: 2,175
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I want to thank....
I want to thank whoever got mage bolts and other projectile graphics working. I have been wanting this for years and someone coded it in a few months ago. Thanks!!!
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06-07-2014, 03:46 PM
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Administrator
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Join Date: Feb 2009
Location: MN
Posts: 2,071
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Quote:
Originally Posted by provocating
I want to thank whoever got mage bolts and other projectile graphics working. I have been wanting this for years and someone coded it in a few months ago. Thanks!!!
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Kayen, he's pretty much the shit. Though there was some code he referenced that was already in there.
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06-07-2014, 04:00 PM
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Demi-God
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Join Date: Nov 2007
Posts: 2,175
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Well everyone's work is very much appreciated by me and my players.
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06-08-2014, 01:46 AM
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Developer
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Join Date: Mar 2009
Location: -
Posts: 228
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Your welcome.
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02-25-2015, 05:04 PM
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Demi-God
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Join Date: Nov 2007
Posts: 2,175
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Quote:
Originally Posted by Kayen
Your welcome.
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Kayen these suddenly quit working when I upgraded my source a few weeks ago. The graphic and sound for all bolt spells is missing again. I noticed there is a new rule, from looking at the source...
Code:
Spells:UseLiveSpellProjectileGFX
Code:
if (RuleB(Spells, UseLiveSpellProjectileGFX)) {
ProjectileAnimation(spell_target,0, false, speed,0,0,0, spells[spell_id].player_1);
}
I am guessing this should be set to a value of 1?
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02-25-2015, 06:23 PM
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Administrator
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Join Date: May 2013
Location: United States
Posts: 1,595
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It's a Bool, try setting it to 'true'. 1 May work as well, I haven't tried setting a Bool Rule to 1.
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02-25-2015, 10:56 PM
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Developer
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Join Date: Mar 2009
Location: -
Posts: 228
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That is an old rule.
In theory setting any value should put the bool to true.
They seem to be working on Storm Haven just fine.
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02-25-2015, 10:57 PM
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Demi-God
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Join Date: Nov 2007
Posts: 2,175
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Strange they were working before my last update. I will try it on our test server, I can bounce it at any time.
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04-12-2015, 08:54 AM
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Demi-God
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Join Date: Nov 2007
Posts: 2,175
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I went back and checked everything. As far as my rules values they are correct but I see an arrow for the mage bolt, this is on UF or RoF2. Any idea where I can find a list of the projectiles?
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04-12-2015, 09:15 AM
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Developer
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Join Date: Dec 2012
Posts: 515
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I looked at the source for it.. and the code you posted sends no itemID.. if the itemID isnt sent it seems to default to an arrow..
https://github.com/EQEmu/Server/blob...acks.cpp#L1630
Im sure this could easily be fixed.. but im tired right now :p
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04-12-2015, 09:18 AM
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Demi-God
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Join Date: Nov 2007
Posts: 2,175
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There is a rule for it, Spells:FRProjectileItem_SOF
Which gives it by default 80684
That is why I was asking, I show no item 80684
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04-12-2015, 09:50 AM
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Developer
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Join Date: Mar 2003
Posts: 1,497
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04-12-2015, 09:54 AM
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Demi-God
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Join Date: Nov 2007
Posts: 2,175
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Yeah not in my database, I do not think it was in the PEQ database at the time that source was added.
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04-12-2015, 10:03 AM
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Developer
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Join Date: Mar 2003
Posts: 1,497
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It's there right now, so it is possible it was in the database at the time.
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04-12-2015, 10:06 AM
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Demi-God
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Join Date: Nov 2007
Posts: 2,175
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Okay, I will pull the data and put it in.
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