|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Support::Windows Servers Support forum for Windows EQEMu users. |
08-31-2014, 11:03 PM
|
Sarnak
|
|
Join Date: May 2011
Location: usa
Posts: 94
|
|
2hand blunts looking like 2hand slash..there a fix?
Here just noticed a problem,
2h blunt weapons are swinging like 2hand slash weapons...whats the fix?
|
08-31-2014, 11:18 PM
|
Administrator
|
|
Join Date: May 2013
Location: United States
Posts: 1,595
|
|
I believe it is set like this on purpose (maybe you could use the two-hand animation if you wanted to?) Here's the code in attack.cpp:
Code:
case ItemType2HBlunt: // 2H Blunt
{
skillinuse = Skill2HBlunt;
type = anim2HSlashing; //anim2HWeapon
break;
}
Code:
case Skill2HBlunt: // 2H Blunt
{
type = anim2HSlashing; //anim2HWeapon
break;
}
|
08-31-2014, 11:48 PM
|
Sarnak
|
|
Join Date: May 2011
Location: usa
Posts: 94
|
|
Found the Attack.ccp, now its applying it just change the 2hslash to 2hweapon save it and, your good to roll? or a recompile needed here?
|
08-31-2014, 11:52 PM
|
Administrator
|
|
Join Date: May 2013
Location: United States
Posts: 1,595
|
|
If you followed the Windows Guide you should have a source folder somewhere, in it you'll see zone then you'll see attack.cpp, you can just change anim2HSlashing to anim2HWeapon.
|
09-01-2014, 02:35 AM
|
Sarnak
|
|
Join Date: May 2011
Location: usa
Posts: 94
|
|
Fixed it thanks didnt even look at guide after finding the attack,cpp file I knew i had to do a minor update to server and its done.
Now Id like to know how to force Lay of Hands, Harm Touch, and Mend to stay on their cool down timers when people zone. I havent found any fixes when doing a search.
Anyone else having that problem?
|
|
|
|
09-01-2014, 03:16 AM
|
|
Developer
|
|
Join Date: Nov 2012
Location: Halas
Posts: 355
|
|
This is my animation list for Underfoot. ANIM_2HWEAPON might be better.
Code:
enum Animation : uint8 {
ANIM_KICK = 1, // tested
ANIM_PIERCING = 2, // tested
ANIM_2HSLASHING = 3, // tested
ANIM_2HWEAPON = 4, // Same animation as 2 but plays a different sound
ANIM_1HWEAPON = 5, // tested RHS sword swing
ANIM_DUALWIELD = 6, // tested LSH sword swing
ANIM_TAILRAKE = 7, //tested slam & Dpunch too
ANIM_HAND2HAND = 8, // tested (punch)
ANIM_SHOOTBOW = 9, // tested
ANIM_SWIMMING0 = 10, // tested
ANIM_ROUNDKICK = 11, // tested
ANIM_TWITCH = 12, // tested
ANIM_HIT = 13, // tested
ANIM_TRIP = 14, // tested
ANIM_DROWNING = 15, // tested
ANIM_DEATHX = 16, // tested
ANIM_17 = 17, // Nothing (Tested with Human Female)
ANIM_18 = 18, // Nothing (Tested with Human Female)
ANIM_JUMP_HORIZONTAL = 19, // tested
ANIM_JUMP_VERTICAL = 20, // tested Was previously ANIM_SWARMATTACK
ANIM_FALLING = 21, // tested
ANIM_CROUCH_MOVING = 22, // tested
ANIM_CLIMB = 23, // tested
ANIM_DUCK = 24, // tested
ANIM_SWIMMING_IDLE = 25, // tested
ANIM_IDLE_LOOK = 26, // tested
ANIM_HAPPY = 27, // tested /cheer /happy
ANIM_SAD = 28, // tested /cry /frown /mourn
ANIM_WAVE = 29, // tested /brb /wave
ANIM_RUDE = 30, // tested /rude /finger /bird /flipoff
ANIM_YAWN = 31, // tested /bored /yawn
ANIM_32 = 32, // Nothing (Tested with: Human Female)
ANIM_SITX = 33, // tested
ANIM_SHUFFLE0 = 34, // tested The character shuffles their feet a little bit.
ANIM_SHUFFLE1 = 35, // As above.
ANIM_BEND_KNEE = 36, // Really looks like a kneel but /kneel uses a different animation.
ANIM_SWIMMING1 = 37, // tested Same as 10 (ANIM_SWIMMING0)
ANIM_SIT_IDLE0 = 38, // tested
ANIM_PLAY_DRUM = 39, // tested
ANIM_PLAY_FLUTE = 40, // tested
ANIM_STIR_POT = 41, // tested It really looks like character is stirring a large pot with 2 hands.
ANIM_CASTING0 = 42, // tested
ANIM_CASTING1 = 43, // tested
ANIM_CASTING2 = 44, // tested
ANIM_FLYING_KICK = 45, // tested (Monk)
ANIM_TIGER_CLAW = 46, // tested (Monk)
ANIM_EAGLE_STRIKE = 47, // tested (Monk)
ANIM_NOD = 48, // tested /nod /agree
ANIM_GASP = 49, // tested /boggle /gasp
ANIM_PLEAD = 50, // tested /grovel /plead /apologize
ANIM_CLAP = 51, // tested /applaud /clap
ANIM_BLEED = 52, // tested /bleed /hungry
ANIM_BLUSH = 53, // tested /blush
ANIM_CHUCKLE = 54, // tested /cackle /chuckle /giggle /snicker
ANIM_BURP = 55, // tested /burp /cough
ANIM_CRINGE = 56, // tested /cringe /duck
ANIM_CURIOUS = 57, // tested /curious /stare /puzzle
ANIM_DANCE = 58, // tested /dance
ANIM_BLINK = 59, // tested /blink /veto
ANIM_GLARE = 60, // tested /glare
ANIM_PEER = 61, // tested /drool /peer /whistle
ANIM_KNEEL = 62, // tested /kneel
ANIM_UNK3 = 63, // tested Character appears disappointed.. maybe there is an emote for it.
ANIM_POINT = 64, // tested /point
ANIM_SHRUG = 65, // tested /ponder /shrug
ANIM_RAISE = 66, // tested /raise /ready
ANIM_SALUTE = 67, // tested /salute
ANIM_SHIVER = 68, // tested /shiver
ANIM_TAP = 69, // tested /tap
ANIM_BOW = 70, // tested /bow /thank
ANIM_71 = 71, // Nothing (Tested with Human Female)
ANIM_72 = 72, // tested Character puts arms out and looks around.
ANIM_SIT_IDLE1 = 73, // tested Character moves head.
ANIM_RIDING_IDLE = 74, // tested
ANIM_75, // Nothing (Tested with Human Female)
ANIM_76, // Nothing (Tested with Human Female)
ANIM_SMILE = 77, // tested
ANIM_RIDING = 78, // tested
ANIM_79, // Nothing (Tested with Human Female)
ANIM_CRACK_WHIP0, // tested Will be related to mounts/riding I expect
ANIM_CRACK_WHIP1 // As Above.
// Animations appear to loop back to 1 around here.
};
__________________
Drajor regards you indifferently -- what would you like your tombstone to say?
|
|
|
|
07-05-2015, 12:22 PM
|
|
Dragon
|
|
Join Date: Nov 2008
Location: GA
Posts: 904
|
|
Bump, is there some reason this isn't at least a rule? What's the reason it was set like this by default?
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT -4. The time now is 08:48 AM.
|
|
|
|
|
|
|
|
|
|
|
|
|