I completely forgot to remove that from the topic, thanks Jorilla.
Beiträge von Syreldar
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Put credits at least.
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Then ask them: What do they prefer?
An arrogant developer who surely knows what he's doing or a nice but totally incompetent guy?
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C
- C Source Code
- void CInstanceBase::SetSash(DWORD dwSash)
- {
- if (!IsPC())
- return;
- if (IsPoly())
- return;
- //START SASH FIX
- ClearSashEffect();
- if (dwSash == 0)
- {
- m_GraphicThingInstance.AttachSash(false, 0);
- return;
- }
- //END SASH FIX
- dwSash += 85000;
- //ClearSashEffect();
- float fSpecular = 65.0f;
- if (dwSash > 86000)
- {
- dwSash -= 1000;
- fSpecular += 35;
- m_dwSashEffect = EFFECT_REFINED + EFFECT_SASH;
- __EffectContainer_AttachEffect(m_dwSashEffect);
- }
- fSpecular /= 100.0f;
- m_awPart[CRaceData::PART_SASH] = dwSash;
- CItemData * pItemData;
- if (!CItemManager::Instance().GetItemDataPointer(dwSash, &pItemData))
- return;
- m_GraphicThingInstance.AttachSash(pItemData, fSpecular);
- #ifdef ENABLE_OBJ_SCALLING
- DWORD dwRace = GetRace(), dwPos = RaceToJob(dwRace), dwSex = RaceToSex(dwRace);
- dwPos += 1;
- if (dwSex == 0)
- dwPos += 4;
- float fScaleX, fScaleY, fScaleZ, fPositionX, fPositionY, fPositionZ;
- if (pItemData->GetItemScale(dwPos, fScaleX, fScaleY, fScaleZ, fPositionX, fPositionY, fPositionZ))
- {
- m_GraphicThingInstance.SetScale(fScaleX, fScaleY, fScaleZ, true);
- if (m_kHorse.IsMounting())
- {
- if (dwRace == 1)
- fPositionZ += 22.0f;
- else if (dwRace == 2)
- fPositionZ += 10.0f;
- else if (dwRace == 3)
- fPositionZ += 18.0f;
- else if (dwRace == 4)
- fPositionZ += 20.0f;
- else if (dwRace == 5)
- fPositionZ += 18.0f;
- else if (dwRace == 6)
- fPositionZ += 22.0f;
- else
- fPositionZ += 10.0f;
- }
- m_GraphicThingInstance.SetScalePosition(fPositionX, fPositionY, fPositionZ);
- }
- #endif
- }
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Hi all... i'm here for request a little help Bitte melden Sie sich an, um dieses Bild zu sehen.
My problem is refresh: if i remove equiped sash, i receive item on inventory (so is removed to sash slot in costume windows) but it is still showed as equipped. If i refresh char, for example using a mount/horse, it disappear.
I use files from Marty, and i tried a solution posted from another user Bitte melden Sie sich an, um diesen Link zu sehen. but problem isn't resolved...
I really don't know if is a client problem or client source code...any ideas or helps are welcome.Thanks Bitte melden Sie sich an, um dieses Bild zu sehen. Bitte melden Sie sich an, um dieses Bild zu sehen.
Show setacce function.
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If you need help with that, you can ask me, just like Bitte melden Sie sich an, um diesen Link zu sehen. suggested.
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do u know how to fix it?
Nope, I just know how it works. Sorry that I can't help you any further.
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i get both. The normal emote above my head AND the strange chat message
Oh, that's funny, but the reason is the same. It doesn't cancel the dialog cause it doesn't recognize it as a sendchatpacket, but it does for the emote.
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what do u mean? Its not my code, its a basic "feature" of my source and i want to extend it like for GMs that they have a perma colored chat but then theres the bug with the emotes and this is weired xD
The emotes use net.SendChatPacket, which means they trigger by chat command. The color arg on the snprintf function interfeeres with that cause it passes the wrong argument to the sendchatpacket, then the client, not recognizing the chatpacket, (cause it has been replaced by a wrong command), just outputs the string (wrong arg passed) instead of the emote.
That's why you get a strange chat message instead of the emote.
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Why not use a list?
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Then the clientsided value3 is incorrect.
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Hey so i added samurai costume red and blue here is my .msm file
Bitte melden Sie sich an, um diesen Link zu sehen.
Blue works fine , but red i equipp and don't see model i dont know what i am doing wrong, because it's all okay querys item proto etc and if i change the skin on the red to .dds of the blue it works and if i change the skin of the blue to the .dds or red it works so it's not a model problem so wtf is happening ? xD
Pretty simple: ShapeIndex out of range.
Search: ShapeDataCount, for armors, not hair.
set it to the highest you've got +1.
For you, your highest shapedata is 148, so set it to 149.
Done.
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Hey Bitte melden Sie sich an, um diesen Link zu sehen., thank you so much for the clarifications, since i'm learning those are gold for me.
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There are 4 possible reasons for this:
- Wrong value 3,
- if not, wrong path in the msm,
- if not, the path where you put the files was wrong
- If not, you didn't index the archive if you made a new one.
Show me your value3 and msm string if you want help.
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How in the world could this problem ever be in the server_timer function inside your source? The problem is OBVIOUSLY inside the quest.
Code- SYSERR: Feb 11 16:27:24 :: AddServerTimer: already registered server timer name:Jp_3 arg:3540000
- SYSERR: Feb 11 16:29:38 :: RunState: LUA_ERROR: locale/germany/quest/object/state/snow_dungeon:170: attempt to index field `?' (a nil value)
- SYSERR: Feb 11 16:29:38 :: WriteRunningStateToSyserr: LUA_ERROR: quest snow_dungeon.start click
- You are literally creating the same server-timer with the same servertimer argument two times, it's telling you clearly.
- You're trying to call an index of a non-existing field.
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I edited my last post.
*it is not the index, it is the value itself. so you dont need to access the vector againIdk if you have to use const_iterator or just iterator. Im usually just using the auto-type (no brain needed for this .. :P)
Thank you so much!
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Exactly what i had in my mind
Now just use an "iterator" of this vector and not the index. Then it is like i would like to do it
Have I done okay?
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Yes. But i think you can initialize a static vector without using push_back for every value.
And dont iterate the index when you can use the iterator of the vector.Im also not able to write the code blind. As i said i will post it here when i've implemented to my source.
#Edit:
(just googled)
This looks better to me!
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