Author Topic: Targeting nowhere  (Read 1766 times)

Erisnas

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Re: Targeting nowhere
« Reply #15 on: January 14, 2008, 03:52:20 am »
  Well one reason that this came to mind is that people are always wanting new animations or emotes.  I figured if this could be implemented it would allow for nearly any animation to be used at most times without having to create a new set of emotes entirely.  An example is if you could use the death animation as a sleep emote or for being knocked out.  It would greatly add a diverse new range of actions for players to use since it would make use of all the animation already in-game.



Vornne

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Re: Targeting nowhere
« Reply #16 on: January 15, 2008, 11:15:49 am »
With item placement, as Thom said, with svn trunk it drops exactly where you aim, with exactly the same orientation as the player, if it is not too far away from your character.

As for the animations, emotes can be linked to any of the existing animations already, it just needs entering in the server's emotes.xml file. I just tested it, by setting '/bow' to the 'swim' animation, '/charge' to 'fight' and '/drunk' to 'death' ;D it worked fine the first time, I did it once, and he stayed down until I moved forwards, but then I did it twice without moving, and he would not get up but stayed on the floor... guess he was too drunk by then to do anything but roll.

I guess I found an unofficial bug...

Lanarel

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Re: Targeting nowhere
« Reply #17 on: January 15, 2008, 08:44:04 pm »
Or you misused the wrong animation. In the animation file (is that .cal3d?)., there is a setting that tells whether the animation should go back to the beginning after it finishes. This allows mining and fighting to loop. Of course you do not want that for death, so for the die animation this is set so it does stay at the final frame. Possibly that is the reason. (It was the reason dwarves stood up after dying a while ago).
« Last Edit: January 15, 2008, 08:45:52 pm by Lanarel »

LigH

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Re: Targeting nowhere
« Reply #18 on: January 16, 2008, 04:19:54 pm »
Baked apple:
Code: [Select]
/target Apple
/cast Flame Burst
\\o//

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